• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

Tutorial Seraphon List for Battletome 2.o

Okay. But there was designer comentar where they said that save 1+ is autosave
 
Based on our discussion on the discord it seems that the rule of one talks about an Unmodified roll of one always fails. Meaning if the attacking unit has rend (rend modified the save roll) then a 1 would succeed. However if there is no rend nothing modified the dice therefore a 1 would fail. Basically when the rend modified the dice roll it no longer is Unmodified meaning it can succeed.
 
But there is nothing written about it your link. My source is moment when they added it i think.
 
But there is nothing written about it your link. My source is moment when they added it i think.
It is version 1.2. It is outdated and no longer applies. Go to the GW FAQ page and try to find the same FAQ and Errata. It is gone and no longer part of the current rule set.
 
My conclusion is : there is autosave becouse they mantioned rule to it. If some rules work through changes i think there is no need to write it down everytime they do some changes.
 
Okay.

So i asked my friend who had played on many International tournaments. He said that modificators cant lower more than 1 so i was right.
 
Only applicable errata and designer's commentary are stored at WHC FAQ page.
 
Your fried is wrong. Modifiers stack indefinitely in either direction. The question isn't if 1 is a successful roll, it is a question of if it is a successful save. Rule or one can currently be interpreted as going either way.

Also, the only way any rule carries over from one edition to another is if it is stated in that edtion. Otherwise we would still have to pay the Matched play points for summoned units since they were part of the old rule set and not explicitly stated as removed.
 
Your fried is wrong. Modifiers stack indefinitely in either direction. The question isn't if 1 is a successful roll, it is a question of if it is a successful save. Rule or one can currently be interpreted as going either way.

Also, the only way any rule carries over from one edition to another is if it is stated in that edtion. Otherwise we would still have to pay the Matched play points for summoned units since they were part of the old rule set and not explicitly stated as removed.
why are we having the bastilodon argument here, instead of the the thread designed for it... also this argument is moot.

dice modifiers cannot modify a roll below a 1 this is per the modifers section of the core rules on about page 13/14
you CAN be rended out of a save as a 6 to save is NOT always a pass as per the attacks rules in the core rules I forget the page #
the basti has a save stat of 1+. rend doesn't affect the stat it affects the rolls.
per the rules a 1, BEFORE modifiers (not unmodified) is always a fail.

so 5 attacks hit and wound a basti. the 5 saves rolls are 1,2,3,4,5. the one fails NOW immediately before modifiers. then the rend is applied to the rolls of the other dice values. lets say the rend is -3. the 2, 3, 4 become 1's to save as they cant go below 1. the 5 becomes a 2. ALL 4 pass the save as they are checked against the save stat of 1+.
 
How viable would you say Bound Emerald Lifeswarm is? @LizardWizard
There are two spells I really like with Saurus cohorts. One is Bound Geminids to reduce incoming damge. The other is Bound Emerald Life Swarm. Saurus Warrior in particular benefit from being able to return slain models. The Swarm will also increase the longevity of the 15 or over threshold for doubling the attack characteristic of Saurus Warrior's Celestite weapons.
 
There are two spells I really like with Saurus cohorts. One is Bound Geminids to reduce incoming damge. The other is Bound Emerald Life Swarm. Saurus Warrior in particular benefit from being able to return slain models. The Swarm will also increase the longevity of the 15 or over threshold for doubling the attack characteristic of Saurus Warrior's Celestite weapons.
That was my thought process as well. What about in a list of behemoths?
 
That was my thought process as well. What about in a list of behemoths?
It wouldn't be bad in a behemoth list. The main issue with our behemoths in general is their 4+ save and 10-14 wounds. There is just too much in the game that can kill our behemoths in a single activation. So, I am not certain how often you are going to benefit from the healing.
 
Dracothion's Tail Sunclaw

Allegiance: Seraphon

- Constellation: Dracothion's Tail
- Mortal Realm: Hysh


Leaders:
Slann Starmaster
(260)
- General
- Command Trait: Ancient Knowledge
- Artefact: Godbeast Pendant
- Spell: Stellar Tempest
- Ancient Knowledge Spell: Celestial Equilibrium

Skink Starseer (140)
- Artefact: Aetherquartz Brooch
- Spell: Tide of Serpents

Skink Starpriest (120)
- Spell: Hand of Glory
Saurus Sunblood (130)
Saurus Oldblood (110)
- Suntooth Maul
Saurus Scar-Veteran on Cold One (110)

Battleline:
40 x Saurus Warriors (320)
- Spears
20 x Saurus Warriors (180)
- Clubs
20 x Saurus Warriors (180)
- Clubs
5 x Saurus Guard (100)

Battalions:
Sunclaw Starhost
(160)

Endless Spells / Terrain / CPs:
Bound Geminids of Uhl-Gysh
(70)
Chronomantic Cogs (80)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 127

Use Dracothion's Tail to Drop the unit of 20x Warriors with rend -2 clubs. The block of 40 warriors can march up table with their Saurus and Skink Support heroes.

Keep your Slann aloft on the BwV with Cogs and retinue of Saurus Guard to soak damage.

The list is very CP hungry, so make sure you are picking your moments right. Sit back and watch your buffed units shred even the dreaded 30x Mortek guard.

Return to Index
 
Board Control and Mortal Wound Spam

Allegiance: Seraphon

- Constellation: Dracothion's Tail

Leaders:
Slann Starmaster
(260)
- General
- Command Trait: Ancient Knowledge
- Artefact: Itxi Grubs
- Spell: Celestial Apotheosis
- Ancient Knowledge Spell: Celestial Equilibrium

Lord Kroak (320)
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)
- Artefact: Godbeast Pendant
Saurus Scar-Veteran on Cold One (110)
Skink Starpriest (120)
-Spell: Tide of Serpents

Battleline:
20 x Saurus Knights (400)
- Lances
10 x Saurus Knights (200)
- Lances
5 x Saurus Knights (100)
- Blades

Battalions:
Firelance Starhost
(160)

Endless Spells / Terrain / CPs:
Bound Geminids of Uhl-Gysh
(70)
Chronomantic Cogs (80)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 107

Place your Firelance in the Heavens. The goal here isn't damage. It is to tie your opponent up in their territory for 2-3 turns while Kroak throws out mortal wounds and you sit on objectives. Use the Skink Starpriest's ability to act as a spell casting vector for Kroak and the Slann Starmaster.

Alternatively, you can drop the Starpriest to go from five to four drops by adding in 5x Knights.

As a bonus, there are seven board wide dispels and unbinds :D

Return to Index
 
Back
Top