Carnasaur
Kilvakar
Well-Known Member
- Messages
- 1,173
- Likes Received
- 2,935
- Trophy Points
- 113
Honestly, the most annoying bit about OC is that it probably won't matter all that much in 9 out of 10 scenarios.
But when it does matter, there is a lot of potential for weird sheningans and annoying bookkeeping.
It's a prime candidate for frustrating gameplay moments.
I personally think it's going to be relatively impactful in most games. Each unit has their basic control score, but so many heroes, army abilities, spells, and other random effects all center around control score. At the very least, you'll have to do some tedious back and forth calculations on a lot of your objectives every round unless it's uncontested.
Meh, given how often changes come a GHB later than they should, I'm not surprised. I'm guessing someone just forgot to update their point cost formulas or something![]()
They didn't just forget though, they increased a lot of them without buffing them at all. The Carnosaur does slightly more damage than before, but not enough to justify going up over 100 points, lol! At least the EotG went down a lot and is at least useable now, if still highly unreliable. But despite the general edition sweep of raising stuff by 10-30 points across the board, our monsters are still in a position where they feel very expensive, so taking one is a big commitment in your list building, but they don't really feel worth actually taking to use in combat. This has been an issue with our monsters in particular since I started AoS. Other factons' 300+ point monsters actually feel like they can hit hard and survive in combat for more than a couple turns. Ours have always been either somewhat strong but overcosted, or cheaper but very weak. I don't know why GW thinks it would be unbalanced for us to have an actual single-model big beatstick unit like a lot of other factions do.
I mean, we've spend 2 editions stuck with an army with a split personality thanks to the clashing playstyles of our subfactions.
It took them 3 editions to decide saurus should get vaguely lore-appropriate stats.
We didn't get any actual endless spells,despite having some of the most powerfull wizards in the lore.
In general, our magic has always been kind of uninspired and dissapointing, even if it was reasonably effective.
We've never had prayers, despite the faction prominently featuring several castes of priests.
In the lore of AoS we are either punching bags, or deus ex machina; and are rarely featured for more than a few sentences.
For a long time, the best thing to do with our most powerfull wizards was to not cast spells.
The great plan is somehow even less coherent than it was in WHF.
It's the only faction that hasn't really moved on from their WHF roots.
Seraphon are full of weird little contradictions and inconsistencies, I think GW simply doesn't really know what they want to do with Seraphon; both narrativly and mechanicly.
Yep. They've been terrible at writing our actual lore since the start of AoS. First they're Daemons of Order summoned from the memories of the Slann. Then they're not, just a bit more magical due to being in Azyr for so long. First we're supposed to be mysterious but important players in the setting, showing up to help the forces of Order when needed and keeping Chaos at bay. Then, we're just rather incompetent zealots who are actively playing into the schemes of other factions, including Chaos, rather than thwarting them.
As you said, we just don't get the same attention, both in game and out, that other factions get. I think that we still end up being a good army just because with so many different unit types, it always ends up working out that we have some good stuff. But we still get no prayers, no mount traits, no endless spells or invocations, no actual strong offensive magic outside of Kroak, generally underwhelming stats compared to almost every other faction's equivalent units, and terrible representation in the setting lore. I think the model refresh was amazing and much-appreciated, but I still wish that GW would bring on someone who actually likes Lizardmen/Seraphon to do some writing and game design. Seraphon honestly should be a lot more similar to Stormcast in how we play considering that we have so many different unit types that can fill so many different roles. But I think GW struggles with that type of design, they seem to prefer to focus on very specialized armies. Stuff like Ironjawz, DoK, KO, and Idoneth that have fewer models are easier I think to design armies for, because you have a very clear "this army does this" feel to them. Ironjawz charge and smash, DoK shoot and do magic, KO move and shoot, Idoneth charge do a lot of damage. But that's mostly due to the units they have all having a coherent theme of being really good at the army's specific playstyle.
More traditional, mixed-arms factions that have a lot of different unit types are GW's weakness. Seraphon literally have everything. We have spellcasters, melee troops, skirmishing troops, monstrous infantry, light cavalry, heavy cavalry, flying ranged cavalry, flying melee cavalry, attack monsters, tanky monsters, artillery monsters, assassin units, etc. So if the game designers were actually good at what they're doing, they would think of the army as a whole and how to balance each unit in it's role rather than consistently ignoring half the army and focusing on a few builds they decided they like. But that's an issue with AoS as as whole, not just Seraphon. They really like to encourage armies to focus on building their list around a specific unit type rather than the entire army.
Instead of battle formations buffing only one or two units, I think they should buff general playstyles instead. Some do, like the teleport one. But I wonder if it would be possible for them to come up with subfaction rules that buff broad groups of units instead of just one or two specific ones.
But honestly the real issue is still stats. When half your army has underwhelming or just plain poor profiles you're not going to see certain units getting any use. They also really limit being able to bring mixed-unit armies when they keep trying to shrink army sizes. I know a lot of people aren't too keen on returning to the rank and flank formations of WHFB, but AoS kind of feels like you're investing half your army's point limit on 1-2 key units and making the rest either designed to buff or protect those units, or just filler to sit on objectives. It would be really nice to see armies like Seraphon, Stormcast, Cities, Skaven, etc. bring a big variety of their wide model ranges to battle rather than hyper-focusing on a few of them.