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AoS Skink Starseer

Discussion in 'Rules Help' started by Steven Connor, Sep 24, 2018.

  1. Steven Connor
    Jungle Swarm

    Steven Connor New Member

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    Sorry new to the game and curious about wording in the Seraphon guide.

    The starseers 'Cosmic Herald' ability states 'secretly place a dice' with no definition on what type of dice couldn't you just use a D20 instead of a D6 or D3 or am I thinking about this too laterally.
     
    Crowsfoot likes this.
  2. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    It's a D6
     
  3. Steven Connor
    Jungle Swarm

    Steven Connor New Member

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    Thank you ^^
     
  4. Xasto
    Ripperdactil

    Xasto Well-Known Member

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    Using a d20 is the dream :p
     
  5. Canas
    Skar-Veteran

    Canas Well-Known Member

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    there's a FAQ or something somewhere stating that if the dice isn't explicitly specified it's always a D6.
     
  6. Nart
    Cold One

    Nart Active Member

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    Regardless, cosmic herald works differently now. Since last FAQ you simply generate a CP on 2+ or give it to your opponent on a roll of 1. Thus, no more dice-hiding minigames.
     
  7. Killer Angel
    OldBlood

    Killer Angel Prophet of the Stars Staff Member

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    Which is why almost no one is still fielding the starseer, which once was a contender to Slann as main caster.
    to many nerfs without a points const reduction, while at the same time big buffs to Slann
     
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  8. Nart
    Cold One

    Nart Active Member

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    Agreed. For 200 points one could just take 4 free CP. Starseer gives 5 during a game. but 1)you can accidentally give one or more to your opponent; 2) you can use them any time you want, not waiting for generation.

    Starseer needs significant point drop (like 60-80 points), or gain other special abilities\ more casts. It is obvious that last FAQ was rushed without little if any playtesting,
     
  9. Killer Angel
    OldBlood

    Killer Angel Prophet of the Stars Staff Member

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    Yeah, I've played with the idea of fielding a Great Rememberer Slann for double teleport and a Starseer for Curse of Fate plus additional command points, but it's simply not worth it.
     
  10. Vexcor
    Cold One

    Vexcor Active Member

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    Really a shame, what they did to starseer and kroak command ability. I hope they change something at the future. Of course we dont play a starseer with such high amount of points and so less value
     
  11. Canas
    Skar-Veteran

    Canas Well-Known Member

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    A starseer doesn't so much need a point reduction as much as our various skink heroes need a command ability… Right now the spell is just seems to be on the wrong unit.
     
  12. Nart
    Cold One

    Nart Active Member

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    Well, Starseer at least works. Kroak's command ability is a joke. Spend 1 command point to 1) lose command point; 2)gain nothing; 3) gain a command point; 3) gain two command points. If, at least, it was giving d3 command points - you'll lose nothing at least. I'm not even talking about Kroak builds being out of sink with saurus-heavy lists.

    Comman Abilities for skinks would be nice, but I always considered this being a feature of Seraphon - saurus buff units with CA, while Skinks with Spells and Rites.
     
  13. Canas
    Skar-Veteran

    Canas Well-Known Member

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    Kroak's is just weird… a command ability that generates command points and does nothing besides that is just going fall flat regardless…

    And if the skinks are supposed to work with rites and spells they could at least get a bunch of em, right now the skink heroes all just do 1 thing and then stand around looking pretty for the rest of your turn... With command abilities at least they'd get to do 2 things….
     
  14. Nart
    Cold One

    Nart Active Member

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    Seraphon need new battletome with their own spell lore and several rites for skink priest like prayers for other factions. I'm afraid, that is not happening until factions without battletome get their ones. We are not stormcasts to be updated constantly.
     
    Aginor and Canas like this.
  15. General Grivious
    Skink

    General Grivious New Member

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    A noob question about Curse of Fates:
    - that means we can add +1 to hit/wound/ d6 d3 damage to an unit in combat phase / shooting phase ? or juste +1 to the result of 1 dice?
     
  16. Killer Angel
    OldBlood

    Killer Angel Prophet of the Stars Staff Member

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    You can add (or subtract) +1 to the result of a single dice roll in each phase.
     
  17. General Grivious
    Skink

    General Grivious New Member

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    oh.... okay, that's bad xD
     
  18. Xasto
    Ripperdactil

    Xasto Well-Known Member

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    It is actually a very strong spell... for casting value of 5 you get the effect of the old mystic shield in the combat phase, + a bunch of other +1 in each of the other phases! It is not a bad spell at all!
     
  19. Canas
    Skar-Veteran

    Canas Well-Known Member

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    YOu don't get the old mystic shield, you get it on 1 save roll. So unless you only get wounded once that turn it won't have anywhere the same power (admittadly the other +1's have value as well :p)
     
  20. Killer Angel
    OldBlood

    Killer Angel Prophet of the Stars Staff Member

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    Au contraire my friend. It's pretty strong, trust me.
     

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