you can't tarpit seraphon it's one of our things
We can be tarpitted, we have an easier time avoiding it, and repositioning if we get stuck, compared to other factions. But we can still be tarpitted.
you can't tarpit seraphon it's one of our things
but in that case how killy do you wan't me to make him and every one else in are army? do you wan't every one to have a instakill ability? your comparing to one guy with a good ability and im comparing to all of them and we do fairly well not every one has to be equal to the best fighter
Khorn can field. he is already 2 times stronger then he was.[/QUOTE]
For decent melee heroes I'd say that unsupported (so without allies, artifacts etc. just what's on their own warscroll) it needs to be a scary threat to
something. Be it hordes, heroes, behemoths, objective grabbers whatever.
Something should run in fear from it. This means that it
realisticly needs to be able to kill that (or at least severly maim it). They don't necesarly need to be a threat against
everything. As such they don't need to output say 10 damage on average. They just need to
realisticly be able to defeat, or badly hurt, a particular type of opponent.
For a couple of good examples:
- The SCE lord-veritant. It's melee profile is a simple 4/3+/3+/-1/2. Alongside this it has a sanction ability, which gives it some free damage against wizards. Combined this means that most wizards will have to run from him as he's realisicly capable of killing them in a single turn. However, his average damage output against non-wizards isn't particularly different from your oldblood.
- Aforementioned lord of Khorne. Again it's average damage isn't super exciting. But multi-wound models with even a 2+ save have a good chance (about a 10% chance/round of combat) of getting oneshotted, so you'd want to send in fodder.
- Lord of plaques only has 3/3+/3+/-1/D3 which isn't very exciting. But on a hitroll of 6+ he gets in D6 hits. It's not reliable, but without a -1 to hit to protect yourself with he gets very scary very quickly.
- An SCE lord-ordinator has a 3/3+/3+/-1/2 or a 6/4+/3+/-/1 neither of which is impressive. But he also fairly realiably gets in a couple of mortal wounds, so unless you overwhelm him quickly before he can retaliate he'l be a costly target.
All of these have situations in which they're scary and in which you'd either want to flee from, or send in someone specific to deal with them. I think that our saurus heroes need to have that too as saurus are supposed to be amazing combatants.
you can't tarpit seraphon it's one of our things
yes i could have worded that better it also frees up our teleport we only have 1 or 2 of them and this meens it's that much easier to get out foot slogers on where they need to be. there are a few good uses for the old one but i think they tend to be very situational and it was never useful enuf to take him before
all sead and done how would you fix him?[/QUOTE]
Move 5"
bravery 10
wounds 7
save 4+
celestite war-blade 5 attacks 1" 3/3/-1/1 (not in the mood to make more weapons, this is here for a ballpark figure

)
Fearsome jaws and shield 2 attacks 1" 3/3/-/1
Abiliyies
Star drake shield: 6+ shrug
Wrath of the seraphon
Command ability: move a unit 3", needs to keep the 3" distance from enemies. The repositioning is actually brilliant. It's just the weird pivot thing that makes it so awkward to use currently.
Instinctual supremacy: an oldblood can easily tell when he's faced with an inferiour foe. Knowing it is safe he forgoes defense and quickly and aggresivly finish this foe so he can move on to other more important targets. Add 1 to the oldblood's attack characteristics of every melee weapon for every remaining wound he has more than his opponent. When facing a multimodel unit compare him to 1 model. (so at full health vs a skink priest he'd get +3 attacks, vs a unit of skinks he'd get +6).
This makes him an absolute terror when dealing with chaff or finishing off wounded heroes. However, against an equal opponent, or when he gets badly wounded himself, he'l have to be carefull and take his time or rely on support.
Some minor caveats; he shouldn't get a multidamage weapon with this, that'd probably be broken. And I haven't checked for synergies with certain artifacts and such. But as a basic idea I rather like this.