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Tutorial Seraphon List for Battletome 2.o

Discussion in 'Seraphon Tactics' started by LizardWizard, Mar 4, 2020.

  1. Ustyk
    Cold One

    Ustyk Active Member

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    Okay. But there was designer comentar where they said that save 1+ is autosave
     
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  2. DeathBringer125
    Carnasaur

    DeathBringer125 Well-Known Member

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    Based on our discussion on the discord it seems that the rule of one talks about an Unmodified roll of one always fails. Meaning if the attacking unit has rend (rend modified the save roll) then a 1 would succeed. However if there is no rend nothing modified the dice therefore a 1 would fail. Basically when the rend modified the dice roll it no longer is Unmodified meaning it can succeed.
     
  3. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I haven't found that one, could you link or source that commentary please :D
     
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  4. Ustyk
    Cold One

    Ustyk Active Member

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  5. Ustyk
    Cold One

    Ustyk Active Member

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    I Google age of sigmar autosave
     
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  6. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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  7. Ustyk
    Cold One

    Ustyk Active Member

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    But there is nothing written about it your link. My source is moment when they added it i think.
     
  8. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    It is version 1.2. It is outdated and no longer applies. Go to the GW FAQ page and try to find the same FAQ and Errata. It is gone and no longer part of the current rule set.
     
  9. Ustyk
    Cold One

    Ustyk Active Member

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    My conclusion is : there is autosave becouse they mantioned rule to it. If some rules work through changes i think there is no need to write it down everytime they do some changes.
     
  10. Ustyk
    Cold One

    Ustyk Active Member

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    I will keep searching
     
  11. Ustyk
    Cold One

    Ustyk Active Member

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    Okay.

    So i asked my friend who had played on many International tournaments. He said that modificators cant lower more than 1 so i was right.
     
  12. Nart
    Carnasaur

    Nart Well-Known Member

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    Only applicable errata and designer's commentary are stored at WHC FAQ page.
     
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  13. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Your fried is wrong. Modifiers stack indefinitely in either direction. The question isn't if 1 is a successful roll, it is a question of if it is a successful save. Rule or one can currently be interpreted as going either way.

    Also, the only way any rule carries over from one edition to another is if it is stated in that edtion. Otherwise we would still have to pay the Matched play points for summoned units since they were part of the old rule set and not explicitly stated as removed.
     
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  14. ILKAIN
    Skink Chief

    ILKAIN Well-Known Member

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    why are we having the bastilodon argument here, instead of the the thread designed for it... also this argument is moot.

    dice modifiers cannot modify a roll below a 1 this is per the modifers section of the core rules on about page 13/14
    you CAN be rended out of a save as a 6 to save is NOT always a pass as per the attacks rules in the core rules I forget the page #
    the basti has a save stat of 1+. rend doesn't affect the stat it affects the rolls.
    per the rules a 1, BEFORE modifiers (not unmodified) is always a fail.

    so 5 attacks hit and wound a basti. the 5 saves rolls are 1,2,3,4,5. the one fails NOW immediately before modifiers. then the rend is applied to the rolls of the other dice values. lets say the rend is -3. the 2, 3, 4 become 1's to save as they cant go below 1. the 5 becomes a 2. ALL 4 pass the save as they are checked against the save stat of 1+.
     
  15. Dragvindel
    Cold One

    Dragvindel Well-Known Member

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    How viable would you say Bound Emerald Lifeswarm is? @LizardWizard
     
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  16. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    There are two spells I really like with Saurus cohorts. One is Bound Geminids to reduce incoming damge. The other is Bound Emerald Life Swarm. Saurus Warrior in particular benefit from being able to return slain models. The Swarm will also increase the longevity of the 15 or over threshold for doubling the attack characteristic of Saurus Warrior's Celestite weapons.
     
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  17. Dragvindel
    Cold One

    Dragvindel Well-Known Member

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    That was my thought process as well. What about in a list of behemoths?
     
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  18. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    It wouldn't be bad in a behemoth list. The main issue with our behemoths in general is their 4+ save and 10-14 wounds. There is just too much in the game that can kill our behemoths in a single activation. So, I am not certain how often you are going to benefit from the healing.
     
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  19. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Dracothion's Tail Sunclaw

    Allegiance: Seraphon

    - Constellation: Dracothion's Tail
    - Mortal Realm: Hysh


    Leaders:
    Slann Starmaster
    (260)
    - General
    - Command Trait: Ancient Knowledge
    - Artefact: Godbeast Pendant
    - Spell: Stellar Tempest
    - Ancient Knowledge Spell: Celestial Equilibrium

    Skink Starseer (140)
    - Artefact: Aetherquartz Brooch
    - Spell: Tide of Serpents

    Skink Starpriest (120)
    - Spell: Hand of Glory
    Saurus Sunblood (130)
    Saurus Oldblood (110)
    - Suntooth Maul
    Saurus Scar-Veteran on Cold One (110)

    Battleline:
    40 x Saurus Warriors (320)
    - Spears
    20 x Saurus Warriors (180)
    - Clubs
    20 x Saurus Warriors (180)
    - Clubs
    5 x Saurus Guard (100)

    Battalions:
    Sunclaw Starhost
    (160)

    Endless Spells / Terrain / CPs:
    Bound Geminids of Uhl-Gysh
    (70)
    Chronomantic Cogs (80)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 127

    Use Dracothion's Tail to Drop the unit of 20x Warriors with rend -2 clubs. The block of 40 warriors can march up table with their Saurus and Skink Support heroes.

    Keep your Slann aloft on the BwV with Cogs and retinue of Saurus Guard to soak damage.

    The list is very CP hungry, so make sure you are picking your moments right. Sit back and watch your buffed units shred even the dreaded 30x Mortek guard.

    Return to Index
     
  20. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Board Control and Mortal Wound Spam

    Allegiance: Seraphon

    - Constellation: Dracothion's Tail

    Leaders:
    Slann Starmaster
    (260)
    - General
    - Command Trait: Ancient Knowledge
    - Artefact: Itxi Grubs
    - Spell: Celestial Apotheosis
    - Ancient Knowledge Spell: Celestial Equilibrium

    Lord Kroak (320)
    - Spell: Stellar Tempest
    Saurus Astrolith Bearer (140)
    - Artefact: Godbeast Pendant
    Saurus Scar-Veteran on Cold One (110)
    Skink Starpriest (120)
    -Spell: Tide of Serpents

    Battleline:
    20 x Saurus Knights (400)
    - Lances
    10 x Saurus Knights (200)
    - Lances
    5 x Saurus Knights (100)
    - Blades

    Battalions:
    Firelance Starhost
    (160)

    Endless Spells / Terrain / CPs:
    Bound Geminids of Uhl-Gysh
    (70)
    Chronomantic Cogs (80)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 107

    Place your Firelance in the Heavens. The goal here isn't damage. It is to tie your opponent up in their territory for 2-3 turns while Kroak throws out mortal wounds and you sit on objectives. Use the Skink Starpriest's ability to act as a spell casting vector for Kroak and the Slann Starmaster.

    Alternatively, you can drop the Starpriest to go from five to four drops by adding in 5x Knights.

    As a bonus, there are seven board wide dispels and unbinds :D

    Return to Index
     

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