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AoS NEW *rumor*

your forgeting flamers +1 and +2 from unit size but yes over all im siked about salamanders in starborn droping them at 9" nuking somthing and then charging them in on a 8 will make it hard for oponents that want to protect things

Exactly this. A ton of skinks and endless spells to clear our screens. Port your slann and drop like 9 salamanders, you'll kill anything.

Maybe some guard to make sure the slann survives. Could even run two slann.
 
Is the Fangs of Sotek command ability for a unit of skinks or a skink unit?
 
Had 2 games with the new book today. I'll be making a video tomorrow, but my takeaways -

I was play coalesced thunder lizard with thunderquake battalion. Close defeat in turn 5 vs big waagh, overwhelming victory vs skaven by turn 3.

Coalesced is way better than starborne. The extra jaw attacks on our monsters is great, as is the -1 damage.

Kroak is worth the extra 80 points over a slann. I don't think I will ever take a normal slann again. The aftersave, extra dispel and cast and better warscroll spells are worth more than the extra 80.

Bastiladons aren't worth it. The save is good, they can stick around, but losing the rerolls from astrolith and old thunderquake, I struggled to do any real damage with him.

That said, stegadones, hoo boy, these guys are great. Tons of attacks, plus the extra attacks command ability, clear mvps, and the bows just dominated the battlefield. Would have liked a 3+ save, but they are pretty cheap now.

Stegadon hero is our general of choice, have him the +1 move +1 save trait with the +1 move -1 to hit and fly relic. On top of its command ability, this guy punched through most of a unit of stormfiends.

Eotg won't see any play time for me.

Skinks are OK filler to put bodies on objectives for cheap, but I want to get some temple guard up and running.

Old blood on carno is good, but fragile, can definitely put out the damage, but would have been happier with 16 wounds and a 3+ save as seems standard on big boys.

Razordons weren't impressive without the rerolls, salamanders are just straight up the superior hunting pack.

Thunderquake is great, being able to run and charge/shoot on turn 1 is awesome to push up the board and then swap to +1 attack on all profiles is monstrous,especially with the +1 to coalesced Jaws and +1, it really puts out the damage.

There are a couple more warscrolls I want to try, namely priests and starseers (star priests are garbage, everyone seems to be miss reading how the mortals work for him). Will try terradons, but they seem very glass cannon and with no summoning or real healing, I want staying power. Trogladon is good, but I don't think it's 260 points good.

I didn't use the new terrain piece, I don't think it's worth giving it to your opponent on a dice roll and I probably won't even be buying it, it's too much of a liability for what it brings
 
I don't think I will ever take a normal slann again

Slann is still worth it in magic-heavy lists and when you cannot allow 60 points. But yeah, Kroak is straightforward superior now.

Bastiladons aren't worth it.

Even double shooting didn't help?

star priests are garbage, everyone seems to be miss reading how the mortals work for him

Why? The wording is pretty obvious. I even re-read it a couple of times and can't see what can be interpreted wrong.
 
Why? The wording is pretty obvious. I even re-read it a couple of times and can't see what can be interpreted wrong.

I can see how you can interpret the last sentence in two ways. I would argue that as worded, it works on shooting and every 6 to wound is a mortal. Making it pretty nice on 40 skinks.
The last sentence for me means that you cant stack 2 starpriests on 1 unit.

"In your hero phase, you can pick 1 friendly
Seraphon unit wholly within 12" of this
model. If you do so, until your next hero
phase, if the unmodified wound roll for an
attack made by that unit is 6, that attack
inflicts 1 mortal wound on the target in
addition to any normal damage. A unit
cannot benefit from this ability more than
once per phase."
 
Slann is still worth it in magic-heavy lists and when you cannot allow 60 points. But yeah, Kroak is straightforward superior now.

Even double shooting didn't help?

Why? The wording is pretty obvious. I even re-read it a couple of times and can't see what can be interpreted wrong.

Honestly, I'd rather take out other units to fit kroak in over a slann, he is legit that much better.

Not even double shooting, I was killing maybe 1 or 2 orruks with its shooting (I was running 2 bastiladons this game), dropped to 1 bastiladon due vs skaven to pick up another steg, and I got lucky and killed 2 clanrats in one round of shooting, the steg next to him killed 9

I agree, the wording is obvious, but quite literally everyone praising the star priest is implying they do mortals on 6s to hit, not wound
 
Had 2 games with the new book today. I'll be making a video tomorrow, but my takeaways -

I was play coalesced thunder lizard with thunderquake battalion. Close defeat in turn 5 vs big waagh, overwhelming victory vs skaven by turn 3.

Coalesced is way better than starborne. The extra jaw attacks on our monsters is great, as is the -1 damage.

Kroak is worth the extra 80 points over a slann. I don't think I will ever take a normal slann again. The aftersave, extra dispel and cast and better warscroll spells are worth more than the extra 80.

Bastiladons aren't worth it. The save is good, they can stick around, but losing the rerolls from astrolith and old thunderquake, I struggled to do any real damage with him.

That said, stegadones, hoo boy, these guys are great. Tons of attacks, plus the extra attacks command ability, clear mvps, and the bows just dominated the battlefield. Would have liked a 3+ save, but they are pretty cheap now.

Stegadon hero is our general of choice, have him the +1 move +1 save trait with the +1 move -1 to hit and fly relic. On top of its command ability, this guy punched through most of a unit of stormfiends.

Eotg won't see any play time for me.

Skinks are OK filler to put bodies on objectives for cheap, but I want to get some temple guard up and running.

Old blood on carno is good, but fragile, can definitely put out the damage, but would have been happier with 16 wounds and a 3+ save as seems standard on big boys.

Razordons weren't impressive without the rerolls, salamanders are just straight up the superior hunting pack.

Thunderquake is great, being able to run and charge/shoot on turn 1 is awesome to push up the board and then swap to +1 attack on all profiles is monstrous,especially with the +1 to coalesced Jaws and +1, it really puts out the damage.

There are a couple more warscrolls I want to try, namely priests and starseers (star priests are garbage, everyone seems to be miss reading how the mortals work for him). Will try terradons, but they seem very glass cannon and with no summoning or real healing, I want staying power. Trogladon is good, but I don't think it's 260 points good.

I didn't use the new terrain piece, I don't think it's worth giving it to your opponent on a dice roll and I probably won't even be buying it, it's too much of a liability for what it brings
Lots of this makes me sad. I'm NOT that happy with the new Bastiladon warscroll.

EDIT: I guess, I just miss the unmodified save.
 
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I agree, the wording is obvious, but quite literally everyone praising the star priest is implying they do mortals on 6s to hit, not wound

Yep. The first time real info dropped, but not since then. And it doesn't change the fact that the Starpriest is very strong.

Would be totally busted if it was 6s to hit, lol.
 
Yep. The first time real info dropped, but not since then. And it doesn't change the fact that the Starpriest is very strong.

Would be totally busted if it was 6s to hit, lol.

I mean literally in the last few pages and on Facebook people still think that's how it works. It's not worth 120, the starseer is way better and only 20 points more
 
Looking at the war scrolls, I feel disappointed in the engine of the gods, solar engines and too a lesser degree saurus guard. Although temple guard getting an extra wound is nice. They lost the bonus of the shield with no extra gain as found else where (+1 save). Along with other bonuses to increase saves and damage for what I can see. But will see when I get to use them.
 
lesser degree saurus guard

This is until you relise that guard are basically knights but worse and can defend the slann. And they have no useable battalions. Guard are the second worst unit in the whole tome. Only Eternity Warden surpasses their uselessness.
 
This is until you relise that guard are basically knights but worse and can defend the slann. And they have no useable battalions. Guard are the second worst unit in the whole tome. Only Eternity Warden surpasses their uselessness.
And yet, they aren't even bad when compared with units with similar profiles, like chaos warriors or 'ardboyz, and you'll probably see 5-10 in every list with a Slann, because 100 points for a 2+ shrug and alright combat unit is easily worth it.
 
I'm fairly sure we are getting some extra battalions and subfactions via a campaign book.
That megabattalion is basically unusable in all but massive 'apocalypse' sized games. And that's no good.
 
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