Scalenex said:For the purposes of this poll, assume Tehenhauin and Tetto'eko are not involved, vanilla Skink Priests.
Phatmotha-phucka said:This is another of those "for what purpose are we speaking?" questions.
tl;dr: im on the fence with legs down both sides.
VampTeddy said:Heavens - It's just underestimated grossly in my mind.
Wyssans wildform is cast on a 10+
That's the difference of a dice already there.
as to 1+1 or -1 to hit not being of equal strength on the sauri, i agree, but i do not agree the difference is as great as implied.
Sauris will always be hit on a 3+, making it a 4+ removes 16.66% of hits, giving them toughness 5 instead of 4 removes 16.66 of wounds - defensively there's no difference (well there probably is, since to hit %'s will remove more hits, than to wound %'s since to hit comes before to wound, but i'm not a math genius so that's just my assumption) wyssan's then provide an offensive boost, +1 str is 16.66 more wounds on your opponent. Both the toughness and the strength increase gives the exact same number advantages to Skinks as it does saurus, they just die more easily already, however there's also more of them. Iceshard gives a completely neglected (in most cases) Leadership debuff, also an offensive bonus, and not at all as useless as one would think it to be when we see how much it's mentioned. swing the odds of that important unit breaking in your favor, or it failing fear, or it failing terror, or it failing panic tests. It might not be as potent as +1 str, but it's potent enough to make the difference between winning or not winning.
then comes the other factors - Wyssan's is expensive if you want it as shooting protection, it only confers +t against shooting. -1 to hit is superior here due to the way shooting penalties are calculated and the ability to lock down a warmachine 50/50, is also presented by heavens.
If we look at the lores in general i also think heaven wins out, beasts require a specific build (character heavy) for the other spells to really work, and it requires an extra caster if you want transformation and want to keep casting in case your opponent does not or cannot dispel.
Heaven dictates movement, comes with a cheap and good unit buff, 2 hexes, where 1 does seem a bit expensive but negates some of the advantages of poison, killing blow, HKB, having to reroll does not guarantee another 6. TBH the greatest victory of Heavens is that all of the spells could be used in a given matchup, whilst Beast could use the flock of doom, and maybe make a single wound, but it won't do as much as wind blast would to I swear too much up the psychology on whether an opponent should charge or not.
I like beasts, i really do, but i feel heavens win
out by a toe and a leg. Were i to use both i'd use something resembling phatmotha-phucka's build further up, but decrease the beast priests unless i went very character heavy (which i feel i'm more restricted to do with that many priests).
(made a cut)
Sebbs said:Phatmotha-phucka wrote:
tl;dr: im on the fence with legs down both sides.
Ouch! Sound painful
The Hunted said:VampTeddy said:Heavens - It's just underestimated grossly in my mind.
Wyssans wildform is cast on a 10+
That's the difference of a dice already there.
as to 1+1 or -1 to hit not being of equal strength on the sauri, i agree, but i do not agree the difference is as great as implied.
Sauris will always be hit on a 3+, making it a 4+ removes 16.66% of hits, giving them toughness 5 instead of 4 removes 16.66 of wounds - defensively there's no difference (well there probably is, since to hit %'s will remove more hits, than to wound %'s since to hit comes before to wound, but i'm not a math genius so that's just my assumption) wyssan's then provide an offensive boost, +1 str is 16.66 more wounds on your opponent. Both the toughness and the strength increase gives the exact same number advantages to Skinks as it does saurus, they just die more easily already, however there's also more of them. Iceshard gives a completely neglected (in most cases) Leadership debuff, also an offensive bonus, and not at all as useless as one would think it to be when we see how much it's mentioned. swing the odds of that important unit breaking in your favor, or it failing fear, or it failing terror, or it failing panic tests. It might not be as potent as +1 str, but it's potent enough to make the difference between winning or not winning.
then comes the other factors - Wyssan's is expensive if you want it as shooting protection, it only confers +t against shooting. -1 to hit is superior here due to the way shooting penalties are calculated and the ability to lock down a warmachine 50/50, is also presented by heavens.
If we look at the lores in general i also think heaven wins out, beasts require a specific build (character heavy) for the other spells to really work, and it requires an extra caster if you want transformation and want to keep casting in case your opponent does not or cannot dispel.
Heaven dictates movement, comes with a cheap and good unit buff, 2 hexes, where 1 does seem a bit expensive but negates some of the advantages of poison, killing blow, HKB, having to reroll does not guarantee another 6. TBH the greatest victory of Heavens is that all of the spells could be used in a given matchup, whilst Beast could use the flock of doom, and maybe make a single wound, but it won't do as much as wind blast would to I swear too much up the psychology on whether an opponent should charge or not.
I like beasts, i really do, but i feel heavens win
out by a toe and a leg. Were i to use both i'd use something resembling phatmotha-phucka's build further up, but decrease the beast priests unless i went very character heavy (which i feel i'm more restricted to do with that many priests).
(made a cut)
I feel like I need to dillude this a bit (tiny bit). Wyssan's is ofcourse an awesome spell, and so is Iceshard. However, in a multi-unit combat where more than 1 unit are able to hit the Saurus.
Iceshard falls short here, only debuffing 1 unit. Sure, you'll take the most dangerous one but in a 2 vs 1 or an even bigger multi-unit combat: Wyssans is better.
The same goes for shooting; more than 1 shooting unit (be it a war machine or a horde of archers) cannot both be stopped by Iceshard. While the Toughness boost would help in either case.
This is not a big downside, but something worth noting IMHO.
For the record, I also prefer heavens. It is awesome with a Slann, if you can switch a spell to Wyssans.
Some solid damage spells, decent hexes, solid buff and ofcourse; anyones favorite spell ever: the comet!
Beasts, apart from Wyssans, I find mostly "Meh". Transformation is cool, Curse if very good, Amber spear is our pseudo-cannon..and that's it for me. The character buffs don't do it for me, I prefer units over characters.
Anyways, just adding my 0.02
The Hunted
Phatmotha-phucka said:Sebbs said:Phatmotha-phucka wrote:
tl;dr: im on the fence with legs down both sides.
Ouch! Sound painful
Again: Depends on perspective![]()
monders said:Interesting thread, as I'll be having three Level 2 skink priests in my army for my friendly little tourney in feb.
But I might pick up another off ebay... 4 is a good round number, isn't it?!
Phatmotha-phucka said:monders said:Interesting thread, as I'll be having three Level 2 skink priests in my army for my friendly little tourney in feb.
But I might pick up another off ebay... 4 is a good round number, isn't it?!
I have 4 and is about to try exactly this.
Please share your experience with it and ill do the same
have a test game on sunday.
Phatmotha-phucka said:Phatmotha-phucka said:monders said:Interesting thread, as I'll be having three Level 2 skink priests in my army for my friendly little tourney in feb.
But I might pick up another off ebay... 4 is a good round number, isn't it?!
I have 4 and is about to try exactly this.
Please share your experience with it and ill do the same
have a test game on sunday.
about this. No succes. its close to useless as expected -.-'