I'm not really a huge Warhammer strategist but I think there's another cool benefit to some of the start of game bonus picks that you were evaluating. If you pick the movement option that requires you to get into combat with the opponent's general, you can also think of it as a containment policy for two turns. If your opponent wants to move up the board with their big star piece, they will have to risk you getting a second astrology bonus, and that might dissuade them from using a key piece of their army in the first few turns.
On the seraphon reddit someone posted a meme of Starborne & Coalesced doing a DBZ fusion dance and it fits really well here.(also a thread there of the new black library E-short today that has some perspectives from the seraphon protagonist and seems really good) Solid rule change that fluffy for their magical constellation lore(very 2.0)and still has echoes of the two sub-factions since you can either mix or go celestial phantasm Starborne with casting & movement Asterisms + cosmic spells + Azyr or teleport formations Or you can still go Coalesced with anti-Rends & buff monsters + Primal spells + Formations for tougher units.
Ogor here, feel the same way about the beastclaw/gutbuster split. Especially when some units from the other army dominate on tbeir own it can feel a bit disappointing to not get all the abilities
I'm not really a huge Warhammer strategist but I think there's another cool benefit to some of the start of game bonus picks that you were evaluating. If you pick the movement option that requires you to get into combat with the opponent's general, you can also think of it as a containment policy for two turns. If your opponent wants to move up the board with their big star piece, they will have to risk you getting a second astrology bonus, and that might dissuade them from using a key piece of their army in the first few turns.
For the carnosaur, I think you want it to be rolling around with a unit of raptadon hunters to damage ennemy monsters before charging him.
The HERO phase is the first thing you do in your turn, so you can move the unit your Slan brings back. Very handy, for a Seraphon army.
Remember the Kroxigor look amazing too!
On the seraphon reddit someone posted a meme of Starborne & Coalesced doing a DBZ fusion dance and it fits really well here.(also a thread there of the new black library E-short today that has some perspectives from the seraphon protagonist and seems really good)
Solid rule change that fluffy for their magical constellation lore(very 2.0)and still has echoes of the two sub-factions since you can either mix or go celestial phantasm Starborne with casting & movement Asterisms + cosmic spells + Azyr or teleport formations
Or you can still go Coalesced with anti-Rends & buff monsters + Primal spells + Formations for tougher units.
Ogor here, feel the same way about the beastclaw/gutbuster split. Especially when some units from the other army dominate on tbeir own it can feel a bit disappointing to not get all the abilities
Celestial reinforcements is in the hero phase, I would imagine they can move, or move but not charge.
I can't believe they gave the lizardmen Asperger's...
Seraphon faction abilities seem like a mixed bag
The warscrolls, however, look very strong based on what was revealed
F age of Sigmar.