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AoS Eternal Starhost and teleporting

Discussion in 'Seraphon Tactics' started by Wazz, Sep 25, 2017.

  1. Wazz
    Kroxigor

    Wazz Well-Known Member

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    I've been running an Eternal Starhost lately and reading the rules the Saurus Guard do D3 damage if they didn't move in their movement or charge phase. Since the teleport is in the hero phase, does that allow them to teleport and do d3 damage? Our teleport says 2-5 they can teleport where ever 9" away, but it counts as their move for the following movement phase.
     
  2. Aginor
    Skar-Veteran

    Aginor Well-Known Member

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    Since it counts as their move I'd say they don't get the d3 damage.

    Reason - apart from the wording of the rules (it counts as their move in the movement phase) - is fluff:
    They get that d3 damage because their weapons charge with energy if they remain motionless. IMO that works because of some geomantic net and/or celestial alignment, something like that. Such things get disturbed by teleporting through space and/or time I guess.
     
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  3. Wazz
    Kroxigor

    Wazz Well-Known Member

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    I thought so too but was hoping it did lol
     
  4. Aginor
    Skar-Veteran

    Aginor Well-Known Member

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    I fully understand that because it would be kinda awesome. :D
     
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  5. Joshmunga
    Skink

    Joshmunga Member

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    They get D3 damage if they don't move OR charge right? if that is the case, they will not be able to make it into combat on the turn they teleport. Therefore they won't be able to utilize the D3 damage that turn.
     
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  6. Wazz
    Kroxigor

    Wazz Well-Known Member

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    If they got charged though they in my debunked theory would lol.
     
  7. Aginor
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    Aginor Well-Known Member

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    Yeah, in that case it would be great to teleport them onto an objective. The enemy has no choice but to charge them or give up the objective. Having that bonus would be huge in that case.
    Unfortunately we don't have it. But perhaps it is for the best, if we had it people would cry for the nerf even more and the GHB2018 would hit Seraphon the way the GHB2017 hit BCR and Bonesplitterz.
     
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  8. Wazz
    Kroxigor

    Wazz Well-Known Member

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    For real, that Stonehorn nerf is pretty harsh. I feel Bonesplitterz isn't tooo bad though.
     
  9. Aginor
    Skar-Veteran

    Aginor Well-Known Member

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    Bonesplitterz is an army that - sadly - seems to have just one option to play competitively, which is Kunnin' Rukk. GW didn't nerf it too hard, I think they will be ok, but I still dislike that their only viable option got hit. Normally if you nerf something you buff something else, and I don't see them doing that and that's sad because that way it comes across as an overall nerf of the army.

    As for BCR: Yes, I admit I enjoyed seeing them hit with the nerf bat a bit, but I cringed when I saw how they did it. IMO they should left the Stonehorn the tankiness and instead take some of its damage potential away. For some reason they did the opposite...
     
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  10. Killer Angel
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    Killer Angel Well-Known Member

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    Sadly, the bonus to damage works only in the Guards' turn. No d3 when they are charged. :(
     
  11. Wazz
    Kroxigor

    Wazz Well-Known Member

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    I was wondering that too with the Stonehorn, maybe their thoughts were to have it chase other behemoths and not be the universal steamroller? Against another monster its not too bad I havemt tried it since lol. I get what you mean about Bonesplitterz I think they made everything battleline but big stabbas with the change. But that just makes it easier to default to the kunnin rukk too.
     
  12. Wazz
    Kroxigor

    Wazz Well-Known Member

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    @Killer Angel that is right! Glad you mentioned that, I noticed that ripperdactyls only get the rerolls on their turn but not that the d3 damage goes away. Thanks!
     
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  13. Aginor
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    Aginor Well-Known Member

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    I know, I posted that in post #2 of this thread. ;)
     
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  14. Aginor
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    Aginor Well-Known Member

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    About the Stonehorn:
    Not sure. With the horde bonuses and all those horde units making 1 damage they pretty much made that ability completely useless against the most common type of damage.
    Perhaps they wanted to make it more anti-elite? Against big monsters or elite units like SCE Retributors or so. But even the most elite-heavy armies have lots of attacks with damage 1....
    The mortal wounds output is still strong and that's much more of a broken game mechanic than a strong defense IMO.
    It would fit to the anti-elite or anti-monster category. hmmm... Maybe that was the intent.
     
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  15. Wazz
    Kroxigor

    Wazz Well-Known Member

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    It's possible! I may to to some play testing with it and see how it goes lol.
     
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  16. Killer Angel
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    Killer Angel Well-Known Member

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    Really? I am missing it... o_O
     
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  17. Aginor
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    Aginor Well-Known Member

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    Yeah right in the first sentence:
     
  18. Killer Angel
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    Killer Angel Well-Known Member

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    Ah, i see the misunderstanding.
    I was thinking about the part where i was saying that the ability works only in the turn of the guards, so it doesn't work when they are charged ;)
     
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  19. Aginor
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    Aginor Well-Known Member

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    Ah ok. Yeah I didn't mention that directly.
     
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  20. Seraphage
    Bastiladon

    Seraphage Well-Known Member

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    They just decided to make it have sense. Having 27 wounds on a HERO that deals a ton crap of damage didn't make sense. 27 wounds was 11 wounds away from the closest of wounds of the rest of the game. Because that was what it practically meant at worst. It was silly - not due to OP - but as an idea in general.
    Also the whiners are probably horrible players. It is still pretty good. You just have to think instead of just move it forwards towards anything and roll dice.. ;)
     
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