My poor saurus warriors! They were such amazing anvils in 3rd edition. Oh well they're still solid and i love the new models. Still gonna put them on the table.
Thanks for the overview! Just letting you know in the Core Rules FAQ it states you can't have multiple's of the same Anti-X (+1 Rend), so you can't stack anti-monster from the Honour Guard rules on the Aggradons like your example. You could give them a different anti- and they would have both.
I think the wording on celestial translocation would allow the Seraphon player to teleport a wizard that is in combat, even if there are no other wizards that it is wholly within 12” of. For example, let’s say Kroak gets charged and is stuck in but survives. I believe he can use this ability on himself because it doesn’t contain “another friendly Seraphon wizard” and it doesn’t use “unit not in combat” to limit it. Wdyt?
Yes, that appears correct. Nothing to restrict it that I can see. Since it is keyworded as a CORE ability though, you can't do another CORE ability in the movement phase. So if you DECLARE that you will use the Translocation.... if it fails... you don't get to move! High risk, high reward!! Section 5.3 of Core Rules - A unit cannot use more than 1 Core ability per phase
@@CalebHastings great point. Very risky. Could be huge. But, since it’s Warhammer, when we need it most we will of course roll a one lol Thank you for the reply.
Gotta say, I don't mind the general direction of the army, but I HATE that every interesting ability is qualified by 'on a 3+'. (Or 2+ on a D3, which is the same thing). Like, man, I need more reliability than this. I've always loved Seraphon for the technical plays, but if I need a teleport, I NEED a teleport. The idea that my entire game plan could be unravelled by a single 3+ is awful. It's bad enough that they are putting it on Earth Trembles (and Comet). That spell was unreliable enough as an 8+ (particularly now we've all the nerfed casting buffs), but now it just misses 1/3 of the targets even when you pull off the cast? Again, I don't hate the direction that they are taking the army, but there is enough chance in the combat and spell casting phase. There is NO reason that a once per battle ability like Scry the Stars should be that undependable in my book. Thanks for the vid, Caleb. Love your extended breakdowns. PS (Also don't think it was a good idea to put Kroak's points up when he has been nerfed that much.) Teclis wasn't nerfed as much and had a 160 point reduction)
Planning to run a thunderlizard list trying 1 of everything for loads of monsters: Oldblood carno 330 scarvet carno 270 troglodon 280 engine of the gods 210 ark of sotek bastiladon 270 solar engine bastiladon 290 stegadon 240 starpriest 110
"I'd rather take an aggradon" was something I said a lot going through this. I think they maybe have missed the mark with a lot of the point values. I did try out kroak last night. He can put out some nice spell damage when in range and will still want a screen of some sort to stay alive. That random death can make for a feel bad moment for such an expensive character.
“I had visions of the Old Ones plans, prepare the spawning pools!” (I watched this video an got hyped for our lizards 🦖) Jokes aside, great video! I know it took a lot of work, you are a beacon for the Seraphon players! Very happy that we can mix Saurus and Skinks
Sorry I didn't specify, I meant using the pile in from Sun claw Starhost at the end of the turn to bring another unit into combat. That way the opponent has to either fight the Aggradons with increased attacks or they retreat taking mortal wounds. It might be better in my head than in the actual game but I won't find out until I play them.
Another great video. I’m annoyed that Kroak seems to be the only thing to have lost a wizard level and it’s really sad to see once again that our dinosaurs really arnt worth their points 😢
Dont think i will be bothering with my seraphon until a book comes out. Too many other armies seem to me to have more potential for diverse list building and better synchronicities.
FINALLY, been waiting for that video the moment I've set eyes on the index PDF. My fav picks in all that would be: -Carno: it's a beast in melee, and I love that -Aggradon: They still slap -Kroxigor: They slap so hard it's not even funny -Stegadon: You can move betwen 8" and 32" in your turn or the opponents turn -Chaemelon with bolas: -1 dice to charge that you can shoot from deepstrike OR in the opponent turn is really funny to me. A bit disappointed with the magic side, I don't see the point of the slann other than the amazing ability of bringing stuff back.
Stegadon 8" warscroll move Sotek +2 to move Beastmaster +2 to move Speed of Huanchi - run and charge Unstoppable Stampede - 2D6 move See this Stegadon here in the middle of my army... it is now in the middle of your army!
This is the list I'll be running, choosing all of the Monster related perks of course: Oldblood on Carnosaur (General) (300) -Engine of the Gods (210) -Engine of the Gods (210) -Engine of the Gods (210) -Bastiladon w Ark of Sotek (270) Oracle on Troglodon (280) -Bastiladon w Ark of Sotek (270) -Kroxigor (220) Total: 2000
Raptadon Hungers are basically just to give the Chargers +1 hit. But I don't get it because it would just be better to take more charges. I'll call in now, someone somewhere is going to clean house with a 30 raptadon charger list.
I don't know if it changes your opinion on the Ark of Sotek, but it cannot benefit from both Itzl and it's own Crit(Mortals). Page 214 20.0 Weapon abilities says if a weapon has multiple abilities that apply on a crit hit you have to choose 1 to apply before the attacks are rolled. Does that change your opinion of it at all? I think it is still better than Solar engine but 270 might still be a lot but a non bracketing 2+ is a lot. I had a solar engine survive an entire round of shooting from an Ironclad and reinforced Thunderers today with just AoD.
True, the tail can crit... but you don't get two crit effects on the snakes. I value that rampage on the Snakes Bastiladon. It's basically Kroak's spell in every combat phase (9" range). Did the Solar Engine do much damage back in your game? Did you give it any buffs? If I were playing AGAINST a Solar Engine Bastiladon, I'd just tie it up on combat so it can't shoot.
Great breakdown bud. One thing that I noticed is the EoTG could become a good tech piece if Tzeench or Nurgle turn out to be top tier. The AoE heal clearing the burn/disease could be enough in those matchups.
The only change I think Kroak Needs is that his arcane Vassal ability can be used an unlimited amount. So you could send skink wizards in front, send all 3 of his spells out and repeat. His damage is less oppressive than 3rd edition, he is expensive and squishier.
Do you think a healing list is gonna work like that? Seraphon Thunderquake Starhost Slann Starmaster 280 [General] - 1 x Engine of the Gods 210 - 1 x Engine of the Gods 210 - 1 x Engine of the Gods 210 - 1 x Engine of the Gods 210 Skink Oracle on Troglodon 280 [Incandescent Rectrices] [Being of the Stars] - 1 x Bastiladon with Ark of Sotek 270 - 10 x Saurus Guard 220 - 5 x Saurus Guard 110 Lore of Primal Jungles Primal Energy 2000/2000pts 2 drops Generated by Listbot 4.0
@@lowfuture4856 I've played it twice now. It sure is fun! I had one turn where I rolled a six on two EoTGs and had my entire army fighting first!! The big problem.... The EoTGs just don't do much damage. The last game I played (vs Nurgle), I just couldn't clear his units and he eventually wore me down. I had Carno + 4 EoTGs. Trog, 6 Krox, 10 Hunters w/Bolas. So... It works. It just may struggle to kill stuff. I think my next list I may just take 2 EoTGs and use them as a support role. Let some Aggradons/Krox do the heavy lifting.
appreciate the in-depth analysis. I am new so i dont know if there is standardized ways of figuring out average damage numbers. i was wondering how you determined some of the numbers for the damages on the chart at the beginning. for example you have 5 models of suraus guard doing 9.26 damage. i was kind of wondering if you could explain how you calculated that number.
Loving the rules in general, it let us have lots of combos and adapt to a lot of things. Flexible and cool in general. The oldblood on carnosaur can be a beast with the heroic traits. However the Saurus Warriors warscrolls MUST be an errata, right? There's no way they're worse than their Spearhead version. Why do they need to be entirely in the objective they're defending? That's hard as hell.
I hope so! Getting EACH model on these smaller objectives is going to be difficult! And YES... the heroic traits and artifacts are great! Love em on Carnos!
entirely on an objective they CONTROL too, so it's even worse. I haven't tried fitting 10 32mm bases on a 7" (ish) diameter objective and be in control of it, let alone a reinforced unit lol
The real disaster here is that you can’t shoot in combat unless you have the shoot in combat ability, a unit gets in combat with your basty with canon it is pretty much shut down. Stegadons can’t fire once they get in combat so you may as well go for eotg instead.
Yep!! It seems VERY easy to shut down our monster's shooting attacks. Without melee that can kill stuff, they will just lock you up and negate the shooting.
Nope. Unfortunately not. Per Core Rule Section 24: A unit set up on the battle field in a phase other than the deployment phase cannot use Move abilities in the movement phase of the same turn.
Yep! Average damage in ne fight activation. I use this for the calculations: aos-statshammer.netlify.app/ Just an estimate of the averages, but a good gauge on power levels of various units.
Thanks so much for the content, really great review. EDIT: The below info is incorrect. See following comments. Something to consider, you mentioned a couple places using a warscroll ability more than once in the same phase (I think you mention on the HoH w/ Bolas and the EotG). I think the Rule of One denies that functionality, specifically the 2nd bullet point. 5.3 THE RULES OF ONE • A unit cannot use more than 1 CORE ability per phase (see 14.0). • A unit cannot use the same ability more than once per phase, unless specified otherwise. • A unit cannot be affected by the same passive ability more than once at the same time. For example, if a unit is within range of two different terrain features that have the ‘Cover’ passive ability, the effect only applies to it once.
Hmmm... but if I take two Bola units... I can use each unit's ability unless it says "Once Per Turn (Army)". Same would be for EoTG. The unit is only using the ability once. See "Maim and Tear" on the Scar Vet Carno. THAT one can only be used ONCE by the entire army that turn. So taking two Scar Vet Carnos would not allow you to Maim and Tear twice in the same phase.
@@CalebHastings Yeah, I read more and asked a well known rules aficionado about this. I was incorrect in my interpretation. So go all out on the EotG! If yo do, please let us know the outcome.
Does the celestial conduit ability from the banner proc each time you cast a spell? So could you increase control scores by like 9 + every turn? It’s a shame he’s not as good now, it’s for sure my favourite seraphon model
I wouldn't think so... it is a reaction. Does that fall under the Rule of One? Section 5.3: A unit cannot use the same ability more than once per phase, unless specified otherwise.
So, I might be wrong here, but I think blood rage pendant does affect the carnosaur's attacks. The wording on the companion rule starts "this weapon is not affected by abilities used by a friendly unit". Obviously, the artifact isn't a friendly unit. Thoughts on this? Am I off base?
Per Core Rules Section 20, you can't affect the attack characteristics of the companion unless noted otherwise (e.g. Itzl or All Out Attack). 20.0 WEAPON ABILITIES Companion: This weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence.
Double the wounds and still a bit more damage, but mostly it's for the volume of wounds. Saurus are 8.5 points per wound. That might be our cheapest wound in the Index?
@@gailonebell2154 happy to pay 50 points more for reinforced guard and get the same wounds, a better save, 50% more damage, a usable ability and access to all the exact same buffs
No, crits can only have one effect. Per Core Rules Section 20: If a weapon has multiple weapon abilities that apply on a critical hit, before the attack sequence starts, the commander of the attacking model must pick 1 of those abilities to use.
Great video and this is not aimed at you but this army is so boring now. It’s lost is DNA overnight. -1 Damage and comets call ( that thing is Stella tempest) is reasons I loved and played them but when the banner lost range and bonus to cast it just made me sad. We’ve been very strong I’m not unaware of that but I’ve seen the skink chef die, salamander die, skinks die, Bastiladons die and now kroak and Banner feel like they are in that pile.(I’ll miss cleanse the realms too😢) We will make it work cause we love the lizards but I’ll put them down if this continues
Yeah, i feel ya. It seems like a much more melee focused army. The aggradons and krox can do a ton of damage, but they can't really take a punch back. 4+ saves accross the board just isn't very tough. This evening I just had 2 units of Aggradons wiped by 6 SCE Prosecutors (got double turned and he hopped over screens with their flying 3D6 charges).
@@theodorefruchart7058 yeah, but you can use it for kroak's mortal wound spell at least once per turn. Can't he be annoying with manifestations? I don't have the full picture on how those lores work with spell lores.
ill be straigh... i really hate the changes, only read my 3 armys, seraphons, lumineth and idoneth... and all them sucks, i dont get any hype to play any unit since all them sucks, especially heros, all them are borderline useless, sure i guess every army got same threatment, but i hate it neverless. and RIP kroak, so much expensive, lost 1/4 his spells, now do the roll per turn, so will die in 1turn for sure, sure he got a 4ward but it is so much worse than old bodyguards. lost bonus to dispells, losing astrolyth make him straigh useless, since noone want a 1/4 of your points doing nothing unless he get to be surrounded by whole oponent army in our hero phase. and everyone lost his spells, so we only have 3 spells in the lore so... kroak will spent all those making all others mages useless, since our unlimited spell isnt good. i always hope for a kroak revamp where he get to choose a point in the table and do dmg around, like in totalwar, since hate A mage that only do dmg if he is in cloose range in the hero phase. still useless rage mechanic... how is gw thinking a cavalry will be stuck for some consecutive turns??? it should kick off on any charge so we can get to use it once per game at least, and only degrade 1 POINT if they dont fight in OUR turn, not oponnent turn. amd what the fuck with the salamander???? it was one of the worst scrolls for whole 3.0 and they nerfed her and almost doubled his points????? was hoping for the opossite, huge decrease in points and shots doubled...
Yeah, it does seem like alot of points are up across all armies and damage is down.... but then there are some units like Krox and Aggradons! It does hurt not having all the summoning we have grown used to, but I think that is gone from everyone also!
If you need a list builder for 4.0, check out this! www.listbot.co.uk/listbot/?faction=3060
Know of any others while we wait for the AOS app?
As an Amazon driver, thank you for making my route more bearable today 🙏🏻
The moment the faction pack was out i was already waiting for this video 🙌
I’ve been waiting for you to come and tell me what to think. Thanks for the great content.
My poor saurus warriors! They were such amazing anvils in 3rd edition. Oh well they're still solid and i love the new models. Still gonna put them on the table.
Thanks for the overview! Just letting you know in the Core Rules FAQ it states you can't have multiple's of the same Anti-X (+1 Rend), so you can't stack anti-monster from the Honour Guard rules on the Aggradons like your example. You could give them a different anti- and they would have both.
@@beckyleigh5052 ah! Good catch!! Thanks!
The seraphon community's been waiting for this!
What a lot of work! Lots of content and something hot to look at too! 😘
@@audriahastings3306 🤣
I can always count on you Caleb! Love from Sweden
Thanks Caleb! Lots of help! Been through it twise already! Also runned to the store to buy more Aggradons😂
They are soo good!
I think the wording on celestial translocation would allow the Seraphon player to teleport a wizard that is in combat, even if there are no other wizards that it is wholly within 12” of. For example, let’s say Kroak gets charged and is stuck in but survives. I believe he can use this ability on himself because it doesn’t contain “another friendly Seraphon wizard” and it doesn’t use “unit not in combat” to limit it. Wdyt?
Yes, that appears correct. Nothing to restrict it that I can see.
Since it is keyworded as a CORE ability though, you can't do another CORE ability in the movement phase. So if you DECLARE that you will use the Translocation.... if it fails... you don't get to move! High risk, high reward!!
Section 5.3 of Core Rules - A unit cannot use more than 1 Core ability per phase
@@CalebHastings great point. Very risky. Could be huge. But, since it’s Warhammer, when we need it most we will of course roll a one lol
Thank you for the reply.
Appreciate the content buddy. Thanks for making it and bookmarking as well
Been looking forward to this despite the sadness I felt reading the index
Gotta say, I don't mind the general direction of the army, but I HATE that every interesting ability is qualified by 'on a 3+'. (Or 2+ on a D3, which is the same thing).
Like, man, I need more reliability than this. I've always loved Seraphon for the technical plays, but if I need a teleport, I NEED a teleport. The idea that my entire game plan could be unravelled by a single 3+ is awful. It's bad enough that they are putting it on Earth Trembles (and Comet). That spell was unreliable enough as an 8+ (particularly now we've all the nerfed casting buffs), but now it just misses 1/3 of the targets even when you pull off the cast?
Again, I don't hate the direction that they are taking the army, but there is enough chance in the combat and spell casting phase. There is NO reason that a once per battle ability like Scry the Stars should be that undependable in my book.
Thanks for the vid, Caleb. Love your extended breakdowns.
PS (Also don't think it was a good idea to put Kroak's points up when he has been nerfed that much.) Teclis wasn't nerfed as much and had a 160 point reduction)
Yes! Nothing worse than getting a spell off... then rolling for damage... and 0. No damage. Ugh
Oh boy. I really have waited for this video.
Planning to run a thunderlizard list trying 1 of everything for loads of monsters:
Oldblood carno 330
scarvet carno 270
troglodon 280
engine of the gods 210
ark of sotek bastiladon 270
solar engine bastiladon 290
stegadon 240
starpriest 110
@@JohnnyTightIips very nice! The wide variety of monsters is good so you can take advantage of all the unique rampages!
thanks for all the videos you make! very informative.
"I'd rather take an aggradon" was something I said a lot going through this. I think they maybe have missed the mark with a lot of the point values.
I did try out kroak last night. He can put out some nice spell damage when in range and will still want a screen of some sort to stay alive. That random death can make for a feel bad moment for such an expensive character.
thinking what about lord kroak vs Maggotkin of Nurgle, he is just fucked, they can stop his healing each turn.
@@NecroGoblin-yl2fx Nurgle would be a nightmare matchup for Kroak!
“I had visions of the Old Ones plans, prepare the spawning pools!” (I watched this video an got hyped for our lizards 🦖)
Jokes aside, great video! I know it took a lot of work, you are a beacon for the Seraphon players! Very happy that we can mix Saurus and Skinks
I'll try using aggradons with sunclaw starhost since it lets them pull other units into combat so they can keep their rage going.
All abilities are limites to one per turn unless specified otherwise, so no unfortunately
Sorry I didn't specify, I meant using the pile in from Sun claw Starhost at the end of the turn to bring another unit into combat. That way the opponent has to either fight the Aggradons with increased attacks or they retreat taking mortal wounds.
It might be better in my head than in the actual game but I won't find out until I play them.
It doesnt really work since to trigger the additional pile in you need to be already in combat.
Yes! Been waiting for this video!
Me too!
Me three!
@@Blueyddragon Me four!
Me five
I heard a rumor Mount Traits are locked inside the battletomes.
Ah, that would make sense... well... it makes GW sense! lol
Another great video.
I’m annoyed that Kroak seems to be the only thing to have lost a wizard level and it’s really sad to see once again that our dinosaurs really arnt worth their points 😢
The big dinos is why many of us love this army! Wish they were better!!
Dont think i will be bothering with my seraphon until a book comes out. Too many other armies seem to me to have more potential for diverse list building and better synchronicities.
Seraphon did well at the GT I went to on launch day. Slann and some guard are auto take but after that it's our toolbox.
Best lizard ever!
FINALLY, been waiting for that video the moment I've set eyes on the index PDF.
My fav picks in all that would be:
-Carno: it's a beast in melee, and I love that
-Aggradon: They still slap
-Kroxigor: They slap so hard it's not even funny
-Stegadon: You can move betwen 8" and 32" in your turn or the opponents turn
-Chaemelon with bolas: -1 dice to charge that you can shoot from deepstrike OR in the opponent turn is really funny to me.
A bit disappointed with the magic side, I don't see the point of the slann other than the amazing ability of bringing stuff back.
Stegadon 8" warscroll move
Sotek +2 to move
Beastmaster +2 to move
Speed of Huanchi - run and charge
Unstoppable Stampede - 2D6 move
See this Stegadon here in the middle of my army... it is now in the middle of your army!
@@CalebHastings And with counter charge and power through, you can do that in both players turn!
This is the list I'll be running, choosing all of the Monster related perks of course:
Oldblood on Carnosaur (General) (300)
-Engine of the Gods (210)
-Engine of the Gods (210)
-Engine of the Gods (210)
-Bastiladon w Ark of Sotek (270)
Oracle on Troglodon (280)
-Bastiladon w Ark of Sotek (270)
-Kroxigor (220)
Total: 2000
Awesome!! Should be fun!!
Raptadon Hungers are basically just to give the Chargers +1 hit. But I don't get it because it would just be better to take more charges. I'll call in now, someone somewhere is going to clean house with a 30 raptadon charger list.
It could be YOU!!! :)
I don't know if it changes your opinion on the Ark of Sotek, but it cannot benefit from both Itzl and it's own Crit(Mortals). Page 214 20.0 Weapon abilities says if a weapon has multiple abilities that apply on a crit hit you have to choose 1 to apply before the attacks are rolled. Does that change your opinion of it at all? I think it is still better than Solar engine but 270 might still be a lot but a non bracketing 2+ is a lot. I had a solar engine survive an entire round of shooting from an Ironclad and reinforced Thunderers today with just AoD.
True, the tail can crit... but you don't get two crit effects on the snakes. I value that rampage on the Snakes Bastiladon. It's basically Kroak's spell in every combat phase (9" range).
Did the Solar Engine do much damage back in your game? Did you give it any buffs? If I were playing AGAINST a Solar Engine Bastiladon, I'd just tie it up on combat so it can't shoot.
Comment for love, subbed for this. May run this in Tampa Tourney. Spell Lore - Lore of Primal Jungles
Manifestation Lore - Krondspine Incarnate
Regiments
General's Regiment
Slann Starmaster (280)
• General
• Coatl Familiar
• Beastmaster
Aggradon Lancers (420)
• Reinforced
Aggradon Lancers (420)
• Reinforced
Aggradon Lancers (210)
Regiment 1
Skink Starpriest (110)
Raptadon Chargers (280)
• Reinforced
Raptadon Chargers (140)
Raptadon Chargers (140)
Faction Terrain
Realmshaper Engine
Very nice! Cavalry is so good right now!
Great breakdown bud. One thing that I noticed is the EoTG could become a good tech piece if Tzeench or Nurgle turn out to be top tier. The AoE heal clearing the burn/disease could be enough in those matchups.
Raptadons(both types) plus kroxigor is a nice synergy if you can pull it off
oh hell yeah 2 and a half hours of lizard talk let's go
The only change I think Kroak Needs is that his arcane Vassal ability can be used an unlimited amount.
So you could send skink wizards in front, send all 3 of his spells out and repeat.
His damage is less oppressive than 3rd edition, he is expensive and squishier.
I think some of the units that got nerfed, skinks, are getting updated models when the battletome comes out and get better rules then. Just a theory.
So are there no more faction specific battle tactics in 4.0? Just universal and grand alliance?
Yep
Just Order and Universal. They seem fairly achievable.
Do you think a healing list is gonna work like that?
Seraphon
Thunderquake Starhost
Slann Starmaster 280
[General]
- 1 x Engine of the Gods 210
- 1 x Engine of the Gods 210
- 1 x Engine of the Gods 210
- 1 x Engine of the Gods 210
Skink Oracle on Troglodon 280
[Incandescent Rectrices]
[Being of the Stars]
- 1 x Bastiladon with Ark of Sotek 270
- 10 x Saurus Guard 220
- 5 x Saurus Guard 110
Lore of Primal Jungles
Primal Energy
2000/2000pts
2 drops
Generated by Listbot 4.0
@@lowfuture4856 I've played it twice now. It sure is fun! I had one turn where I rolled a six on two EoTGs and had my entire army fighting first!!
The big problem.... The EoTGs just don't do much damage. The last game I played (vs Nurgle), I just couldn't clear his units and he eventually wore me down.
I had Carno + 4 EoTGs. Trog, 6 Krox, 10 Hunters w/Bolas.
So... It works. It just may struggle to kill stuff.
I think my next list I may just take 2 EoTGs and use them as a support role. Let some Aggradons/Krox do the heavy lifting.
appreciate the in-depth analysis. I am new so i dont know if there is standardized ways of figuring out average damage numbers. i was wondering how you determined some of the numbers for the damages on the chart at the beginning. for example you have 5 models of suraus guard doing 9.26 damage. i was kind of wondering if you could explain how you calculated that number.
This site here allows you in input attacks/hits/wounds/etc and it calculates the average damage it will do. aos-statshammer.herokuapp.com/
@@CalebHastings thanks!
Played the Aggradons & Raptadons list yesterday and won big! :D Pretty nice list!
Loving the rules in general, it let us have lots of combos and adapt to a lot of things. Flexible and cool in general. The oldblood on carnosaur can be a beast with the heroic traits.
However the Saurus Warriors warscrolls MUST be an errata, right? There's no way they're worse than their Spearhead version. Why do they need to be entirely in the objective they're defending? That's hard as hell.
I hope so! Getting EACH model on these smaller objectives is going to be difficult!
And YES... the heroic traits and artifacts are great! Love em on Carnos!
entirely on an objective they CONTROL too, so it's even worse. I haven't tried fitting 10 32mm bases on a 7" (ish) diameter objective and be in control of it, let alone a reinforced unit lol
Here I am sold my old sarurs guard waiting for the new models
Haha, I know how ya feel! I've done that more than once!
The real disaster here is that you can’t shoot in combat unless you have the shoot in combat ability, a unit gets in combat with your basty with canon it is pretty much shut down. Stegadons can’t fire once they get in combat so you may as well go for eotg instead.
Yep!! It seems VERY easy to shut down our monster's shooting attacks. Without melee that can kill stuff, they will just lock you up and negate the shooting.
Why is sotek's passive orange, does this mean it applies in the charge phase?
Ty for the content! I have question:
can we move after teleporting in Eternal Starhost Formation ?
Nope. Unfortunately not. Per Core Rule Section 24: A unit set up on the battle field in a phase other than the deployment phase cannot use Move abilities in the movement phase of the same turn.
The battle profiles July say kroak base size 80mm and Slann starmaster base size 50mm, is it okay or will there be errata?
Good catch! Yeah the app says the same. Must be a mistake.
How did you calculate your damage efficiency chart? Is the damage an average damage per turn or something else?
Great video though, learned a lot.
Yep! Average damage in ne fight activation. I use this for the calculations: aos-statshammer.netlify.app/
Just an estimate of the averages, but a good gauge on power levels of various units.
Thanks so much for the content, really great review.
EDIT: The below info is incorrect. See following comments.
Something to consider, you mentioned a couple places using a warscroll ability more than once in the same phase (I think you mention on the HoH w/ Bolas and the EotG). I think the Rule of One denies that functionality, specifically the 2nd bullet point.
5.3 THE RULES OF ONE
• A unit cannot use more than 1 CORE ability per phase (see 14.0).
• A unit cannot use the same ability more than once per phase, unless
specified otherwise.
• A unit cannot be affected by the same passive ability more than once
at the same time. For example, if a unit is within range of two different
terrain features that have the ‘Cover’ passive ability, the effect only
applies to it once.
Hmmm... but if I take two Bola units... I can use each unit's ability unless it says "Once Per Turn (Army)".
Same would be for EoTG. The unit is only using the ability once.
See "Maim and Tear" on the Scar Vet Carno. THAT one can only be used ONCE by the entire army that turn. So taking two Scar Vet Carnos would not allow you to Maim and Tear twice in the same phase.
@@CalebHastings Yeah, I read more and asked a well known rules aficionado about this. I was incorrect in my interpretation. So go all out on the EotG! If yo do, please let us know the outcome.
So does that Celestial Doom on the Starseer just make Nighthaunt's day horrible?
@@Pabloalphaone Haha, yep! Such a good spell!
Great overview
What does the AoA mean on the average damage profiles?
@@lokisrun All out Attack. It gives the unit (including companion attacks) a +1 to hit. It is a core rule command ability.
What are some good manifestations for Seraphon armies, so I know what to purchase?
@@kylelewis7621 my knee jerk reaction is... Incarnate!
But, I haven't delved too deep into those yet.
Does the celestial conduit ability from the banner proc each time you cast a spell? So could you increase control scores by like 9 + every turn?
It’s a shame he’s not as good now, it’s for sure my favourite seraphon model
I wouldn't think so... it is a reaction. Does that fall under the Rule of One?
Section 5.3: A unit cannot use the same ability more than once per phase, unless specified otherwise.
God damn
So, I might be wrong here, but I think blood rage pendant does affect the carnosaur's attacks. The wording on the companion rule starts "this weapon is not affected by abilities used by a friendly unit". Obviously, the artifact isn't a friendly unit. Thoughts on this? Am I off base?
The artefact classifies as passive ability I think. Most probably it doesn't work on companion. But it's not very clear ruling I must admit.
Per Core Rules Section 20, you can't affect the attack characteristics of the companion unless noted otherwise (e.g. Itzl or All Out Attack).
20.0 WEAPON ABILITIES
Companion: This weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence.
@@CalebHastings Darn it!
w-what are you paying 60 points more for with saurus warriors compared to guard???? their points are a misprint right?
Double the wounds and still a bit more damage, but mostly it's for the volume of wounds. Saurus are 8.5 points per wound. That might be our cheapest wound in the Index?
@@gailonebell2154 happy to pay 50 points more for reinforced guard and get the same wounds, a better save, 50% more damage, a usable ability and access to all the exact same buffs
What do you think about pairing up a Starseer or Starpriest with a reinforced unit of Kroxigor Warspawned?
Should work! Generally, whatever the Krox will be hitting in melee SHOULD die... so your wizard won't get killed by being in combat with them.
What is "favored spawning"? It is on some of the heroes, 0-1 Favored Spawning.
Would the Bastiladon with Itzl the Tamer on a 6 get 2 critical hits?
That's Astrolith Bearer (look at the Notes section)
No, crits can only have one effect. Per Core Rules Section 20: If a weapon has multiple weapon abilities that apply on a critical hit, before the attack sequence starts, the commander of the attacking model must pick 1 of those abilities to use.
@@CalebHastings Thanks for the info.
CONTENT!
What soft do you use to calcul the dmg ?
@@benoitdiaz9168 aos-statshammer.herokuapp.com/
can you buy the faction packs now?
Yep! www.warhammer.com/en-US/shop/faction-pack-seraphon-2024-eng
Where did you get the points list?
@@marcmiddleton2277 There are here under the Battle Profiles PDF:
www.warhammer-community.com/warhammer-age-of-sigmar-downloads/
@CalebHastings thanks, it was older than the packs so I didn't think to download it 🤣
I was hoping skinks would be ok :((((
They can throw lots of dice... just not any useful ways to buff them! :(
@@CalebHastings I will still use them as speed bumps
Go dinos!!!!
I think u miss understood the priority target thing
@@fredrico21 Entirely possible! Haha. What did I get wrong?
Holy crap! The length of this video 😅
We have alot of scrolls! Haha
Great video and this is not aimed at you but this army is so boring now. It’s lost is DNA overnight. -1 Damage and comets call ( that thing is Stella tempest) is reasons I loved and played them but when the banner lost range and bonus to cast it just made me sad.
We’ve been very strong I’m not unaware of that but I’ve seen the skink chef die, salamander die, skinks die, Bastiladons die and now kroak and Banner feel like they are in that pile.(I’ll miss cleanse the realms too😢)
We will make it work cause we love the lizards but I’ll put them down if this continues
Yeah, i feel ya. It seems like a much more melee focused army. The aggradons and krox can do a ton of damage, but they can't really take a punch back. 4+ saves accross the board just isn't very tough. This evening I just had 2 units of Aggradons wiped by 6 SCE Prosecutors (got double turned and he hopped over screens with their flying 3D6 charges).
The movie
@@benbricio8407 🤣
Honor guard mechanics sound like a pain in the ass to track if you have a spammy list playing against a spammy list
There will be lots of questions of "is that unit in your general's regiment"?
Can't Kroak cast through the Oracle on Troglodon? Expensive combo but nice mortal wound bomb that you can keep going.
Only once per turn unfortunately
@@theodorefruchart7058 yeah, but you can use it for kroak's mortal wound spell at least once per turn.
Can't he be annoying with manifestations? I don't have the full picture on how those lores work with spell lores.
ill be straigh... i really hate the changes, only read my 3 armys, seraphons, lumineth and idoneth... and all them sucks, i dont get any hype to play any unit since all them sucks, especially heros, all them are borderline useless, sure i guess every army got same threatment, but i hate it neverless.
and RIP kroak, so much expensive, lost 1/4 his spells, now do the roll per turn, so will die in 1turn for sure, sure he got a 4ward but it is so much worse than old bodyguards. lost bonus to dispells, losing astrolyth make him straigh useless, since noone want a 1/4 of your points doing nothing unless he get to be surrounded by whole oponent army in our hero phase. and everyone lost his spells, so we only have 3 spells in the lore so... kroak will spent all those making all others mages useless, since our unlimited spell isnt good.
i always hope for a kroak revamp where he get to choose a point in the table and do dmg around, like in totalwar, since hate A mage that only do dmg if he is in cloose range in the hero phase.
still useless rage mechanic... how is gw thinking a cavalry will be stuck for some consecutive turns??? it should kick off on any charge so we can get to use it once per game at least, and only degrade 1 POINT if they dont fight in OUR turn, not oponnent turn.
amd what the fuck with the salamander???? it was one of the worst scrolls for whole 3.0 and they nerfed her and almost doubled his points????? was hoping for the opossite, huge decrease in points and shots doubled...
Yeah, our heroes really don't have much of a role! Wish we had some buffs to hand out!
I feel so nerfed rules wise, so much is gone. just hope everyone else was hit also.
Yeah, it does seem like alot of points are up across all armies and damage is down.... but then there are some units like Krox and Aggradons!
It does hurt not having all the summoning we have grown used to, but I think that is gone from everyone also!
NO DREADSAURIAN!?!?
I know. :(
One day... one day... the Dread Saurian will hopefully return to us (in plastic)!!
Audible moaning…