Discussion in 'Seraphon Discussion' started by Logan8054, Jan 28, 2019.
that'd be novel, and most likely utterly ridiculous. They should do it
Just a thought what if it's something feline rather than canine.
I like where your head is at
New rumour engine is up, probably Death or maybe Destruction cause I remember seeing a Vulture on one model somewhere, a lot of carrion birds they love to show off. Hey, means more models for my Rourvuk Carrion project cause it's been hard to get hold of the parts for the models.
The spike it is sitting on gives me slight Goblin vibes. But something something Death makes more sense, and 100% AoS. No vultures in 40k, lol.
That thing it's perched on gives something of a dark elf vibe for some reason though as pointed out vultures tend to be associated with death. Must be Eyptian themed vampires with vultures and vamp-cat people and a return of all the old yet viable molds from tomb kings that are not skeletons lie the necrosphinx!
Looks like a birb to me.
I guess that bird could work with the grots on wolves, given that those are hun/mongol based and those hunt with birds, similar aesthetic as some of the beastclaw raiders who also have a hunting bird.
I can see that too, In combination with the Elfish hand weapons shown previously in other Rumour Engines
Whoever was worrying about Gargants bassicly being AoS knights.
They basicly are, just look at these statlines.
They do introduce a nice rule for attacks like stegadon's flamethrowers though. Effectivly giving a minimum value to an anti-horde weapon, which is definitly something they should add to other similar weapons. Would help ensure they're always relevant regardless of the target, instead of ending up with a measly 1 attack.
It also has a cap, which I guess is needed here, given that it's the first anti-horde weapon with an amazing statline (3+/2+/-2/-2 would decimate hordes if you get 10-20 attacks...)
Also, one of the gargants can flat out destroy faction terrain, so that's going to be fun in certain matchups. Especially for something like our terrain which already isn't terribly good and if we put it in a relevant place the gargant will easily get in range to destroy it. Honestly, destroying terrain with it seems too easy.
Also, they have some potentially hilariously powerfull ranged firepower if you're willing to sink in a bunch of command points. Which seems odd seeing as they're obviously super powerfull in melee, and potentially problematic, it makes character sniping rather easy, and even ignoring character sniping, with 18" D3/4+/3+/-1/D3 ranged attacks per model in the unit you buff that quickly just becomes a powerfull nuke.
Also, their degrading profile seems rather generous. Even at their weakest they'd still be able to outdamage a carnosaur or stegadon by the looks of it. So trying to wittle them down and relying on their degrading profile to make them less of a thread doesn't seem super viable.
90% of the time it wount matter most factions don't depend on their terrain and we don't use it at all.
that is terrible shooting a unit of 3 would be doing about 2-4 damage that is not worth a CP
the big ones also probably cost twice as much as a carnasuar and they have no smaller stuff to take the edge off so they need to be sturdy.
over all they seem ok. ok movement ok to good damage meh defense(no better then our dread and he is kind of a push over). unless these guys are 300 a peice and not 400ish like they are going to be i don't see them being a problem out side of their own army, and even then they would need some crazy good allegiance abilities for me to start worrying about them.
when number crunching there melee damage comes out to
boat guy is
horn guy is
11-20 if he is hitting as many people as he can
and gate breaker is
The points for them were in the GHB20, so the big dudes are at 480/490 and the little ones cost 180 a piece or 480 for 3. This means you can max have 3 of the big ones and 3 of the little ones.
Honestly the rules so far seem lackluster. Obviously we dont have the whole picture yet, but these teasers are meant to hype people up.
35 wounds is quite alot, but so far there is no ward save or anything else that reduces damage taken like Scaly Skin. Dealing 35 damage to a 4+ save isnt that difficult for many units, especially considering how big a base they have.
The damage output also doesnt seem that amazing. Obviously they are heroes, so you will be able to give them traits and artefacts, but so far still kinda meh compared to Frostlord on Stonehorn.
I know, it just annoys me that 10% of the time it's going to be rather amazing. I don't like things that are balanced under the notion of "10% of the time it's super powerfull but 90% of the time it's basicly useless".
Which puts them just high enough to have a 30-40%-ish chance of deleting squishy supporting heroes. And a decent enough chance of taking out some bigger heroes as well if you get lucky.
Anyway, point is not that it's super amazing shooting, it's not like they're going to outgun say KO or Tzeentch. But I find it weird to see a command ability with the potential to snipe support characters on them. It just feels out of place, and potentially problematic given that a lot of armies will be relying on those support characters to actually be able to stand up to them, as very few things can matched them unsupported.
I mean sure, but their offense barely degrades which is just kind of worrisome. Virtually every other unit is significantly weaker if you pour 10-20 wounds into it. These just lose 1, maybe 2 attacks. It makes me worried you're going to have late-game situations where you're facing a mortally wounded gargant and you still have to be carefull around him cuz he will still wipe the floor with most units. And since it's late in the game, you're probably not going to have much left to throw at him either.
O sure, and I don't think they're going to dominate tournaments. They'l have low model count, worse even than the ogers. And unless they get amazing artifacts/allegiance abilities/battalions they won't have much going on for themselves aside from their great statline, which is manageable. Especially if they don't get anything like ward-saves, healing etc. via artifacts and such (if they do get ward-saves or something it's probably going to be an issue though...). Which probably is more than enough weaknesses to keep them in check in the tournaments.
However, they just look don't look like much fun to play against iin general. It kind of feels like facing an army of dread saurians, and even though that's probably not the most effective army and finding a counter is doable, it's also not particularly interesting to face aside from maybe once just cuz it's silly.
While true, not all the armies can do it, and anyway it's hard to do it to multiple units.
We're tallking about an army in the order of 150 wounds, concentrated in 6 models.
I suppose it is, indeed, similar to a ik list. Not all the armies are equipped to deal with it.
The real question is the damage output of the giants, which i don't know if it will be significant.
30% chance of doing 4 damage 19% to do 5 and 24% chance to do 0. spending a cp for that is not even worth the paper it's printed on
so you don't like the idea that a 4 model army will still be able to play the game turn 5?
They don't have damage prevention do they? That's what ruined 40k when knights came in. All these wounds and they have feel no pains and special shields.
150 wounds is not that absurd at all, especially against models with seemingly no reroll saves or ward saves etc. If your army cant deal with that, Im not sure how your army is dealing with the vast majority of armies out there. You dont even have to wipe the table - If you kill 2 of the big dudes Im not sure how you can lose the objective game, unless they have some rule where each Mega-Gargant counts as 30 models and once they have taken an objective it is theirs until they die.