Taken a little time off playing to reset my batteries this month and have my first game for 4 odd weeks tomorrow night. With an FAQ looming and perhaps an end to the Kroaknado as we know it (balewind nerf) I'm looking at running a Thunderquake in 2018. Gonna try this out tomo.. Allegiance: Seraphon Slann Starmaster (260) - General - Trait: Vast Intellect - Artefact: Incandescent Rectrices Engine of the Gods (220) - Artefact: Light of Dracothion 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 10 x Skinks (60) - Boltspitters & Star Bucklers 1 x Razordons (40) 3 x Skink Handlers (40) 10 x Chameleon Skinks (240) Bastiladon (280) Bastiladon (280) Bastiladon (280) Thunderquake Starhost (170) Total: 1990 / 2000 Allies: 0 / 400 Wounds: 87 Wanna try out chamo skinks and 2 lasers 1 snake basti. Will be jamming the snake basti in the middle of their army with a curse of fate and a teleport and go from there Triple basti too much?
I think triple Basti causes a serious lack of wounds. If you don't get first round and can cause a significant impact (remember Bastis have only 20" range) you are probably dead. ....it is epic though...
I've been playing with Kroak for 9 odd months, so i'm used to low model counts This is more than I'm used to lol
mobility over damage output is the thinking, plus the slann may roll reroll 1s for his constellation making up for the lack of Astro
That list worries me a little without a starseer in there, you want to max out the potential of the engine and I find the re-rolls are key with Basti's Razordons etc. Also thunderquake has to stay fairly close together too, I feel you might struggle with board control. But it's going to be very hard to kill!
Nice! Will you play with the last FAQ? They released today the new version and our engine of the gods double turn changed for a double move and double attacks of the Seraphon unit during the turn. Imagnine if it doubles the attacks of the 3 bastiladon during the shooting phase (how the Balewind Vortex has been nerfed?)
Yep (well at least in French) on the warhammer community website. They make the Dracohtion tail batallion much clearer and change the engine of the god https://www.warhammer-community.com/faqs/
Ok they are there in english as well. The change for the bataillin is boring but at least more clear. Grrrr... I don't like the extra turn being gone. I would almost be OK with the change if it also applied to wizards. Interestingly, the Kroaknado wasn't nerfed (yet) it seems.
Also some interesting thing y'all might or might not have missed: What's the difference between having two turns and doubling the move characteristic? --> Terradons for example can move over big blocks of enemy units because they don't have to land. So that might actually help, expecially if units can fly (and all our units can fly if a Slann uses his command ability!) EDIT: ....now if they only fixed that goddamn 14-17 summoning thing as well..... grrr
Ohhh... and marching Saurus! Their drums double their movement characteristic instead of adding some inches after the move. So a marching Saurus Warriors unit with the EotG 18+ now moves 20" and a Saurus Knights unit moves 28" EDIT: I won't say that is nearly as good as the old version, but hey, at least it isn't outright bad, and it opens some interesting possibilities.
Oooooh I missed that. That one is actually somewhat better than the old version since there is no enemy activation in between...
Nothing changed for the Balewind! Most people I talked to are pretty surprised about that actually. About Dracothion: They changed the wording so it now makes sense. But it still works as most people have played it anyway.