Slann
Canas
Ninth Spawning
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Me and my girlfriend have recently started playing AoS, she likes painting, I like playing so we thought why not try it.
Anyway, after buying the starter set it turned out she actually liked the game. She decided to continue with the stormcasts whereas I picked the seraphon to start with. I bought the start collecting box, as well as a starpriest, some extra warriors (totalling ~30 combined with the starter set) & a sunblood. From the starter box I build a carnosaur with an oldblood & the skink oracle I made into a second starpriest.
However, I now have some questions.
First of, I'm dissapointed by the magical capabilities of my starpriests. Given that the seraphon (and the old lizardmen) are supposedly amazing at all things magical having the 2 basic spells & 1 extra spell is a bit of a downer. Especially given that starlight fullfills a very similar role to mystic shield (unless you're facing chaos). In certain situations one or the other might be more beneficial (e.g. starlight will be usefull against something with mortal wounds), but it still fullfills roughly the same niche. And since a starpriest can only cast 1 spell it's not like you can use both to have the defensive effects synergies.
However, it's not just the magical capabilities of the starpriests that seem a bit weaker than I expected. The same goes for the slann. Their special spell light of heavens does fullfill a different niche than the base spells, but with only those 3 spells it still doesn't feel like a master of the arcane. Now of course there is the summoning, which is obviously powerfull but there too are some major issues stopping them from feeling like masters of the arcane.
1) it's not a unique superpower I'd assoçiate with a true master who laughs at puny mortal mages, necromancers can essentially pull the same trick. In contrast the celestial constalations feel much more "special".
2) It's limited by the spare models you have, which especially when you start collecting makes it a bit awkward. Though obviously this issue gets "fixed" once you have a sufficiently large collection compared to the starting army.
3) Unless you're kind of an asshole, you'l have to put some limitation on the summoning (e.g. a chunk of the points used to build your army goes to it, or you can only use it X times or whatever). Which again feels a bit less like "ancient being who spend aeons mastering magic" and more like a glorified variant of the stormcast lightning strike.
So I'm wondering, am I missing something? Is there another rulebook that gives slann and skink priests acces to more spells somehow?
Then I have another question. In the sigmar starting set the stormcasts have a unit of prosecutors. They can outrun anything I have, and more importantly, they outrange everything apart from my priests' mystic bolt, and can shoot from far enough to be outside of charging range. This means that they could potentially just run around in circles while shooting at whatever is chasing them. And since they fly even driving them into a corner is going to be difficult since they can just jump over terrain & units blocking their path. Which leads me to the following question:
Outside of just "have a longer range" or "run faster (or teleport stuff behind them)", how are you supposed to deal with highly mobile long ranged troops? The only alternative I can think of is sent in so many troops that you can encircle them/drive them into a corner. But that would come with a large number of casualties, not to mention that it opens you up for any other troops to counter attack you. There also don't seem to be any rules preventing units from abusing long range and movement like I remember there being in the lord of the rings game. If I remember correctly in that game you could only move half your movement if you wanted to shoot in the ranged phase. So what exactly is supposed to be used against that kind of threat?
Anyway, after buying the starter set it turned out she actually liked the game. She decided to continue with the stormcasts whereas I picked the seraphon to start with. I bought the start collecting box, as well as a starpriest, some extra warriors (totalling ~30 combined with the starter set) & a sunblood. From the starter box I build a carnosaur with an oldblood & the skink oracle I made into a second starpriest.
However, I now have some questions.
First of, I'm dissapointed by the magical capabilities of my starpriests. Given that the seraphon (and the old lizardmen) are supposedly amazing at all things magical having the 2 basic spells & 1 extra spell is a bit of a downer. Especially given that starlight fullfills a very similar role to mystic shield (unless you're facing chaos). In certain situations one or the other might be more beneficial (e.g. starlight will be usefull against something with mortal wounds), but it still fullfills roughly the same niche. And since a starpriest can only cast 1 spell it's not like you can use both to have the defensive effects synergies.
However, it's not just the magical capabilities of the starpriests that seem a bit weaker than I expected. The same goes for the slann. Their special spell light of heavens does fullfill a different niche than the base spells, but with only those 3 spells it still doesn't feel like a master of the arcane. Now of course there is the summoning, which is obviously powerfull but there too are some major issues stopping them from feeling like masters of the arcane.
1) it's not a unique superpower I'd assoçiate with a true master who laughs at puny mortal mages, necromancers can essentially pull the same trick. In contrast the celestial constalations feel much more "special".
2) It's limited by the spare models you have, which especially when you start collecting makes it a bit awkward. Though obviously this issue gets "fixed" once you have a sufficiently large collection compared to the starting army.
3) Unless you're kind of an asshole, you'l have to put some limitation on the summoning (e.g. a chunk of the points used to build your army goes to it, or you can only use it X times or whatever). Which again feels a bit less like "ancient being who spend aeons mastering magic" and more like a glorified variant of the stormcast lightning strike.
So I'm wondering, am I missing something? Is there another rulebook that gives slann and skink priests acces to more spells somehow?
Then I have another question. In the sigmar starting set the stormcasts have a unit of prosecutors. They can outrun anything I have, and more importantly, they outrange everything apart from my priests' mystic bolt, and can shoot from far enough to be outside of charging range. This means that they could potentially just run around in circles while shooting at whatever is chasing them. And since they fly even driving them into a corner is going to be difficult since they can just jump over terrain & units blocking their path. Which leads me to the following question:
Outside of just "have a longer range" or "run faster (or teleport stuff behind them)", how are you supposed to deal with highly mobile long ranged troops? The only alternative I can think of is sent in so many troops that you can encircle them/drive them into a corner. But that would come with a large number of casualties, not to mention that it opens you up for any other troops to counter attack you. There also don't seem to be any rules preventing units from abusing long range and movement like I remember there being in the lord of the rings game. If I remember correctly in that game you could only move half your movement if you wanted to shoot in the ranged phase. So what exactly is supposed to be used against that kind of threat?