Discussion in 'Seraphon Discussion' started by Tizianolol, Mar 2, 2018.
Guys with last Faq something Is changed for Engine? I found many of them when i play!!
The 18 doesn't grant no more double turn.
Now it gives double move and double attacks to your seraphon units
Did anything else change? Cuz that's nowhere near enough a change to offset its unreliability or the fact that the summoning result is still utterly useless.
I asked to many people at my shop and that s all for engine! I think the new 18+ is really strong.. Immagine a basti with dobleattack
Still, it's a 0.5% chance or something. That's not exactly briljant (and yeah with a slann it might be 2% or something)
Ye but I think is still ok.. If it was easy to get could be not fun!!
Issue is that it's nowhere near reliable enough to build a strategy around. So it begs the question why the sudden spike in popularity if that's all that changed. It'd have made more sense if they'd have fixed the summoning result as that'd fix its most major flaw.
Althought with the slann and curse of fates you can almost always avoid the summon. The 18+ is far more likely. I actually cant think of a dice roll that would force the summon
Getting a slann would be spending an additional 260 points.
Using curse of fates requires spendig a spellcast of that slann each turn.
The slann needs to stay near the EoTG.
That's quite a lot just to Ensure you don't get an utterly useless result. It's not exactly briljant...
As for 18+, curse of fate chances the likelyhood from 1/216th to 4/216th which isn't exactly briljant.
As for with a slann the an 18 has a 4/216th chance of occuring, 17 has a 12/216th chance of occuring.
So the total chance of it occuring would be 16/216, (about 7.4%) which means it'l happen on average once every 3 games. And that's provided your slann doesn't get killed, the engine doesn't get scratched & the curse of fates never fails. That's some terrible odds to build a strategy around..
A well, maybe it's just that it's pushed it just far enough to be acceptable in combination with a thunderquake or some such.
If you look at it like that, it looks like a huge investment. But I think the EotG wil primarily get chosen in the Thundrquake. For me, I will always want to take a slann to support my army, so the 260 I feel dont really are an add on to the cost of the EotG.
It seems like you have the math down. But does that include the chance with the extra dice of the Slann?
To me the 18+ is bonus. The best effect is the d6 beam, which it does at 6-9.
So the best results would be
17-18 double turn
15-16 would be wasted if you dont have summonpoints. Which you would only be forced to do with a roll of 5-5-5-5 and 5-5-5-6.
Which has a chance of 5/1296, 2% (please correct me if im worng ).
The odds of 5-10 with 4 dice +/- 1 I think is somewhere around 80 percent. Cant do the math right now.
And as I explained in th other post about th engine, I think it even gets better when its wounded and you can roll with 2d6+1d6 which would increase the chance of 5-10.
Only drawback that I can think of is that the slann has to be alive, and you kinda want curse of fates to succeed.
6/1296 actually and it's like 0.4%.
And if all people care about is the d6 beam then it'd be even weirder for the chance to the 18+ result to have changed anything as it doesn't do the same thing.
Think it might just be thunderquake that's getting traction and there the EoTG competes with a troglodon and since a troglodon can't take an artifact it doesn't appear to be all that popular.
I think it is definitely because of the increasing popularity of the Thunderquake. Having a Slann in a Thunderquake army makes a lot of sense because of the healing bonus and the re-roll of 1s to hit constellation. Then when you compare a Trog to an EotG, the engine makes more sense on almost every level even without the actual engine abilities. It can take artifacts, has rend, and more attacks (probably with stomps). To me the engine abilities are almost just a bonus. Don't depend on them but if you get something helpful all the better.
Meh, the Troglodon is very good in its own right, we went over it in a different topic. But within the thunderquake the engine does indeed add more. If nothing else it adds an additional heal which on its own probably already makes it a better choice than the troglodon in this specific situation.
Why is the thunderquake so popular anyway? It's definitly good, but what changed to make it this popular?
I Like it because of the big healing dino’s. But what supports me to play it is that it was mentiond a couple of times als the only competative list next to kroaknado
For sure, I wasn't trying to say an EotG is always better than a Trog, just in the context of the Thunderquake starhost.
As far as popularity...I am not sure. I like it because it allows me to play in a style that attracted me to Seraphon in the first place. Lots of big dino's which are super durable. The list I play most often is a Thunderquake and being able to teleport the bastilidons (I always take two) is great. The basti's one downside was their movement but with the teleports that just isn't an issue. The vast majority of the time I can teleport one or both into range of whatever I need to shoot and I actively try to get mine involved in combat as much as possible as well, especially if it is close to the EotG. With the healing and re-rolls to save they become just that much more difficult to kill and can hold up pretty much anything. Then if I need it somewhere else or it is getting low on health I just teleport it away.
Mm, I suppose the teleport does help quite a lot with just getting them to places. I suppose that might be what pushed them over the edge.
And yeah, I wish they'd do something to give us more behemoths to use. I'd love for them to use the approach they took in total war warhammer where you have several variations of for example stegadons that differ in strength & cost. It'd be lovely to field say "young" stegadons that are a fraction smaller and thus don't count as behemoths so we can actually field a bunch of em.
I am tempted to say that it's the healing factor (which is a way to soften the effects of mortal wounds) plus the fact that now the Slann is no more a "tax", but it's probably out strongest General, which you are going to pick anyway... possibly with spells as curse of fate, so useful with the EotG whitout the need of a starseer
I agree. Before the GHB2017 the Thunderquake was strong but slow and you had to pay the Slann tax to make the Engine shine. Now that we can teleport and the Slann is our best general the Thunderquake has made a leap in popularity.
I wouldn't saying is the only competitive alternative to the Kroaknado though. There are one or two others that can work well. Sunclaw for example.
were can i find the FAQ of the Engine of the gods ?
i didn`t find it anywere
It is in the Geand Alliance Order FAQ.