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AoS General's Handbook finally announced !!

Now the slann is almost an auto take you can still get re-roll ones for them, have a look at the list I've just posted so they could still be re-rolling 1's to hit and wounds, it's not all bad! The points drops mean we have much more synergy available now
?? How would they reroll their wound rolls without a Bataillon? Did I miss something?

The good thing about a Skink Chief was that it was reliable and you didn't have to pick a target in the hero phase.
 
They are still around! Just going to burn up some ally points is all! Screenshot_20170826-095515.png
 
The stalker is especially one I'm most upset about... he's nothing but a one model chamo skink unit... his ability is kind useless cause who'd let him life (if he appeared somewhere nearby) so he'd be able to shoot without moving before? And 100 points is quite a lot for that...
 
I'm about to head out and grab the book, so this evening I can paint and prepare some models with my little brother :)

However, before I do, I was wondering if you guys could give me some advice?

I had two army builds in mind, which I want to use against that competitive dude whom I beat a while ago: http://www.lustria-online.com/threa...i-destroyed-him-and-then-we-had-a-talk.18347/ So I was wondering which idea you guys felt would be the most successful?

Army A:

Fangs of Sotek 100
Slann 260 (double teleport, resurrect item)
Oldblood on Carno 280 (-1 to hit item)
Sunclaw: 130
Sunblood 120
40 Warriors 360
40 Warriors 360
10 Warriors 100
Skink Priest with Priestly Trappings 80
Skink Priest with Priestly Trappings 80
Skink Starpriest 80 (Prism with mortal wounds)
Razordon (Or Salamander? Which one is better?) 40
1990

Army B:
Fangs of Sotek 100
Slann 260 (Starseer and Starpriest spells, resurrect item)
Oldblood on Carno 280 (-1 to hit item)
Sunclaw: 130
Sunblood 120
40 Warriors 360
40 Warriors 360
20 Warriors 200
Skink Priest with Priestly Trappings 80
Skink Priest with Priestly Trappings 80 (prism with mortal wounds)
1970

The idea is to try and start in the first round, and then buff my 40 Saurus Warriors stack with Starlight, mythic shield, and with my double Priests would try and make sure they get the charge reroll buff from Priestly rites, and teleport them in. Followed by a 9" required charge and start aggressively. There are two differences here:

A) In the first option I would also gain the Starpriest his bite damage buff (6+ wound double damage bite attacks), and I could teleport the Sunblood in as well, so that they would get 2 bite attacks instead of 1 (in option B I can only teleport in one, so without the Sunblood around they will not gain the extra attack). Then charge in while my Hunters steed (+1 charge) buff is on, so I would have to roll 8+ but I have double rerolls. After that I can teleport my Oldblood on Carno and my Skink Starpriest in, through which I can deal 2x D3 mortal wounds thanks to the Slann being able to use him as a Arcane vassal for his Arcane bolt, and his own item since I just position him there to provide the buffs to the Saurus who survived the first wave.

The second option would be similar, but with far less damage potential due to the Starpriest not being around, with me only being able to teleport one unit at a time. However, at the same time it will be safer as I have "Curse of Fates" to allow me to make sure they are able to at least charge (if you roll a 1 for the Seraphon teleport ability), and even more chance they can just walk. Coupled with the possibility of using the Curse of fates to lower the charge roll required to 7+. Not to mention having 10 more warriors in my other stack so all attacks gain +1 to hit.

Which of these two options sounds the best to you guys?
 
This is pure hypothesis but probably the second with a starpriest instead of a priest and a Slann with double teleport.
In my experience the 40 man blob under sunclaw is something AWESOME with one big problem : You can get stack due to the size in unwanted positioning.. Teleport solves that. Sounds like a really super strong list - one that I am trying as soon as I have the warriors I am missing tbh
 
@Jonas Andersen I saw that and the fact that the chief lost the +1 to hit and Tenhenuian only buffs himself so there isnt much reason to even take them, but you could still keep your alliance bc of allies! Lol. @Nielspeterdejong I like option A but I prefer to play aggressive so take it with a grain of salt haha.
 
This is pure hypothesis but probably the second with a starpriest instead of a priest and a Slann with double teleport.
In my experience the 40 man blob under sunclaw is something AWESOME with one big problem : You can get stack due to the size in unwanted positioning.. Teleport solves that. Sounds like a really super strong list - one that I am trying as soon as I have the warriors I am missing tbh

Alright, thanks :) I was leaning towards A as well, due to the double teleport. The only downside is is that without the "curse of fates" you risk rolling a 1 and getting stuck in place.
 
I think the scar vet on cold one lets you re roll ones on the charge but I think thats his command ability, @Xlanax_lot I'm pretty sure you get the points but I'm not 100% sure
 
Speaking of which, how much do the two Phoenix models cost now? They were pretty powerful with their -1 to wound rolls in an area for enemies, and 4+ to ignore wounds and mortal wounds!
 
Did you guys already see the oldblood on carno nerf?
To bad we cant empower the jaws anymore.
 
The rule above is also interesting... do slann and scar veterans or oldbloods in the new meta battalions count as named? They got names when played in these battalions... so they would be named characters... or does that only apply to models that have a name written on their warscrolls?
 
I dont think so.
Having a name doesnt say you are a named charakter. F.e. durthu.
To be named you have to be a modell what is statet 0-1/max 1 per army.
And since a battalion is not limited in the amount you take them, I would say: nope, not named.
 
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