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AoS NEW *rumor*

at least I can still fish for massive mortals in melee with my Basti... use the starpriest on him and hes pretty decent. hell put two in the realmshaper and hide the starpriest behind it, then force the enemy to charge the garrison with blocking endless spells or other funneling tactics
 
I hate that EotG have become even less controllable. But I'm not giving up on it yet. He takes hero slot, but also can have artefact and command trait and only one of the two monster skink heroes.

I find funny that it is the only unit, that takes artillery slot. Like, who in the right mind might want to take more than 1 of it?
well I guess someone might want to field a back-up... but yeah, with the weird limitation of 1 on the engine rolls it's a bit stupid...

On a sidenote, anyone know why that limitation came around? Now that they need a slann to summon it seems excessive. I mean yeah, 2 or 3 of em are going to be healing loads, but they're not super sturdy & it's rather a massive investment. Plus if you want to use them like that they'l be glued together so it's not like you'l have a lot of baord control either...

I wouldn't leave home without guard if they protected any heroes, not only Slanns.
It's a shame they don't work for skink (star)priests It'd solve the issue of them being made out of wet tissuepaper. Imho if they protected all heroes, not just slann, or at least our wizards they'd be brilliant bodyguards and would allow for some aggresive plays using your skinks and it'd give guards a very clear role in our army. But instead guards seem to be underwhelming & skinks need to hide from any and all enemies out of fear of being hit by a stray arrow...
 
yeah, the command ability of the eternity warden makes no sense.
The new eternity warden as a whole makes no sense now that both he and the guards can jump in fron of the slann. Just get 5 guards instead. They're better at protecting the slann since they have more wounds, they're cheaper, don't take a hero slot & damage-wise there's little difference.
 
if only they had left them the way they were. all they needed to do was standardize the distance on the buff auras (there were like 3 different distances from either a leader or the EW, just make them all 12" and call it good) and give them a second wound, and then bump them to 90 or 100 points each MSU. they already needed the eternal starhost to be good and that got destroyed, so it really wouldn't have mattered.
I really agree.

From a fluff perspective, the guard originally only protected the Slann, so that made me iffy to put them into an army. But, it wasn't uncommon for me to get a Slann into melee back in WHFB (not smart, maybe, but not uncommon). Then in AoS guard shifted to protect ALL Seraphon heroes. I liked that mostly b/c it meant the guard could be more in the battle near starpriests/priests or even oldbloods/sunbloods if you wanted. Now, guard have returned to being rearguard; at least in terms of maximizing their warscroll abilities. I would NOT get a Slann into combat these days, if I could help it.
 
I really agree.

From a fluff perspective, the guard originally only protected the Slann, so that made me iffy to put them into an army. But, it wasn't uncommon for me to get a Slann into melee back in WHFB (not smart, maybe, but not uncommon). Then in AoS guard shifted to protect ALL Seraphon heroes. I liked that mostly b/c it meant the guard could be more in the battle near starpriests/priests or even oldbloods/sunbloods if you wanted. Now, guard have returned to being rearguard; at least in terms of maximizing their warscroll abilities. I would NOT get a Slann into combat these days, if I could help it.
Teko'eto had Chakax and some Saurus Guard on a couple adventures.
 
One out of 16 possible results. The same chance as double attacks. And it doesn't get worse, if eotg is wounded. The main drawback - Slann is mandatory. Fortunately, he is not a tax.
Indeed. One thing that I don't think has been mentioned is that with a Slann nearby, you have a chance to add 10 saurus, even into non-summoning armies. Let's say you had a couple of lucky turns and could add 20 total saurus to a Koatl's Claw army. That's decent, right?

That said, I still don't know that's the EotG is quite where it was.
 
From a fluff perspective, the guard originally only protected the Slann, so that made me iffy to put them into an army. But, it wasn't uncommon for me to get a Slann into melee back in WHFB (not smart, maybe, but not uncommon). Then in AoS guard shifted to protect ALL Seraphon heroes. I liked that mostly b/c it meant the guard could be more in the battle near starpriests/priests or even oldbloods/sunbloods if you wanted. Now, guard have returned to being rearguard; at least in terms of maximizing their warscroll abilities. I would NOT get a Slann into combat these days, if I could help it.

A nice thing to do to both have them be boduguard for Slann primarily is just keep the 2+ to protect the Slann but have a 3 or 4+ for every other hero.
 
at least I can still fish for massive mortals in melee with my Basti... use the starpriest on him and hes pretty decent. hell put two in the realmshaper and hide the starpriest behind it, then force the enemy to charge the garrison with blocking endless spells or other funneling tactics

can only pull this off in starborn unfortunalty, because they are at 12 wounds in Coalsced.
20 wounds seem like a lot, but boy it gets filled fast!
 
Fun ways to garrison the Realmshaper Engine are:

1. Garrison a max size squad of Salamanders to make a flaming turret that can melt anything that comes within 12". Defensively they get -1 to get hit AND cover, which can be further buffed by a Skink Priest and Starseer for a total of +3 to saves. Play Coalesced to further reduce incoming damage.
2. Garrison a Starpriest or Troglodon so you can vassal cast with Kroak + Vortex from every edge of the terrain
3. Garrison Kroak and hide a bunch of ablative wounds... err, I mean Saurus Guard behind the terrain
4. Garrison heroes with relatively short range buffs (like the Priest, a Sunblood, or an Astrolith Bearer) to drastically expand the coverage of their auras

Can you claim the benefits of Look Out Sir while inside a garrison?

Random thought:
Lifeswarm with Salamanders seems great. You either get your Handlers back or a full Salamander. You can easily dispel and recast it to double up the healing/respawn, or quadruple up by running the Bound and regular versions.
 
Maybe not what most of you are looking out for in these days, but the new Lumineth Lowdown is up.

With some interesting new teasers:






Grrr, Imrahil

PS: reviewing the new BT starts for me when I got a copy of it in my hands ;)
 
Maybe not what most of you are looking out for in these days, but the new Lumineth Lowdown is up.

With some interesting new teasers:






Grrr, Imrahil

PS: reviewing the new BT starts for me when I got a copy of it in my hands ;)
that mage thing looks so ugly His/her face looks wrong. The others are nice though
 
Maybe not what most of you are looking out for in these days, but the new Lumineth Lowdown is up.

With some interesting new teasers:






Grrr, Imrahil

PS: reviewing the new BT starts for me when I got a copy of it in my hands ;)
I saw this. One of my first thoughts was "Look. It's an aelven Slann." The figure even has a similar pose and expression.

@Canas, I agree, it does look a little odd. I think it's just the big headdress that makes the face seem small.

Once the Lumineth tome comes out, I could see them being added as allies for Serphon, in a FAQ.
 
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