i preffer terradons because in combination with the chance for mortal wounds and the seraphon's tendancy to reroll makes it more reliable as you effectively can have up to 6 chances to rock someone's boat
One reason to move after specially deploying a unit of Riders would be to avoid abilities like the Gryph Hounds warning cry. You can deploy out 17" (outside the range of the Gryph Hound), then move into 3" for the charge with the great 14" move.
You can move after being deployed so terradons can drop the bomb in the same turn. You know how good that is ? If a terradon bombs something and runs towards the edge of the opponents side of the table it will be in position for ranged attacks on support unit. The true strength from this set up is the threat of leaving the terradon there. The opponent is going to waste a turn cleaning them up allowing the seraphon player to advance. Paired with the shadow strike stsrhost ability the seraphon player can get a lot done while the opponent is mildly annoyed
Also terradons are better choices to summon if you intend to shoot with them in the same turn because summoned units have to be placed 9 inches away from enemy models and they have a 10 inch range. You cant move in the same turn as being summoned. If you summon them in the second to last turn their special ability can still be used to its fullest since you can only so it once per turn. A slink priest with the flying abd speed upgrade would pair well to fly to the other side to give them buffs maybe turn 1
Can someone quickly explain the swooping dive ability and how it works in AoS 2.0? Since everything is measured base to base and not model to model anymore in 2.0 does that mean that anyone can charge and attack these units despite the dactyls' being significantly taller and out of reach to smaller (shorter like grots) units with their flyer bases or are they only completely reachable to all when they activate their swooping dive and are measuring all their ranges and distances from "the ground"...? I've been completely overthinking this and going mad! Any feedback would be greatly appreciated!
twinned coot hey I am building an army and I just got the new Seraphon battleforce and I am just wondering is it worth to build rippers after the nerf or are fireleechbolas better?
i preffer terradons because in combination with the chance for mortal wounds and the seraphon's tendancy to reroll makes it more reliable as you effectively can have up to 6 chances to rock someone's boat
Terradons are certainly solid but where are you getting the reroll for the rocks?
One reason to move after specially deploying a unit of Riders would be to avoid abilities like the Gryph Hounds warning cry. You can deploy out 17" (outside the range of the Gryph Hound), then move into 3" for the charge with the great 14" move.
Very good point!
Wow
Nice series
Thanks!
You can move after being deployed so terradons can drop the bomb in the same turn. You know how good that is ?
If a terradon bombs something and runs towards the edge of the opponents side of the table it will be in position for ranged attacks on support unit. The true strength from this set up is the threat of leaving the terradon there. The opponent is going to waste a turn cleaning them up allowing the seraphon player to advance. Paired with the shadow strike stsrhost ability the seraphon player can get a lot done while the opponent is mildly annoyed
Also terradons are better choices to summon if you intend to shoot with them in the same turn because summoned units have to be placed 9 inches away from enemy models and they have a 10 inch range. You cant move in the same turn as being summoned. If you summon them in the second to last turn their special ability can still be used to its fullest since you can only so it once per turn.
A slink priest with the flying abd speed upgrade would pair well to fly to the other side to give them buffs maybe turn 1
Definitely agree with the move, I certainly overlooked it. The Shadowstrike starhost has quite a few good uses!
New faq allows the blot road placement in the sky
Nice! Do you remember which FAQ? I couldn't find it
The latest update to the general rules.
can confirm ghb 018
Nice!!
Thanks!
I'm totally digging this Man, let's see some brutes!
Thanks! And I have a video for Brutes, you can find it in the Destruction playlist!
Can someone quickly explain the swooping dive ability and how it works in AoS 2.0? Since everything is measured base to base and not model to model anymore in 2.0 does that mean that anyone can charge and attack these units despite the dactyls' being significantly taller and out of reach to smaller (shorter like grots) units with their flyer bases or are they only completely reachable to all when they activate their swooping dive and are measuring all their ranges and distances from "the ground"...? I've been completely overthinking this and going mad! Any feedback would be greatly appreciated!
It's basically just an ability to get rerolls now. You don't need to worry about the 'acting as if it's on the ground' part.
@@tullaris07 Thank You!
@@tullaris07 So it's basically just a charge bonus then I take it
What would u rate them out of 5?
Good point, I should have added that
Ripperdactyls 3/5
Terradons 2/5
Crypt horrors vs crypt flayers
Good one! Can do
twinned coot hey I am building an army and I just got the new Seraphon battleforce and I am just wondering is it worth to build rippers after the nerf or are fireleechbolas better?
I mean obviously ripperdactyls : P
Haha yea I'm quite partial to Rippers already
Ya but terradons look cooler.
Wellllllllllllllllllll............
False.
Now the terradons are better.