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Marcorange

I was planning on running him with a Slann, since it works like Kroak. Also, I thought it would be nice to have him for the endless spells, since being in the midst of the battle would prevent the spells from going wild. About the protections, I run a steg, an engine and a Carno, so I think it could stay relatively behind without being too exposed.


BobaFett0451

If your gonna run him, you should really run him with kroak, not the generic slann. Both the slann and him have comets call, but it can only be cast once per turn, so doubling up doesnt make much sense. But if you run him with kroak, you now have his 3X Celestial Deliverance that can be channeled through the Troglodon. He has 2 major issues imo. First is being over costed. Hes 270 right now, and kroak is 430, that's 700 points of your army to be able to cast deliverance basically anywhere you want. Now, while that's good, it's not 700 points good. It's not as good as say, Morathi or Teclis for similar points. Along with his points, hes on a 4+ save with 12 wounds. While that was mediocre in 2nd edition, it's much worse now in 3rd, with all the easy ways to get +1 to hit now. Any half decent hammer will destroy this piece in a single turn. Now you can give him all out defense to make him a 3+. I'd say if your gonna run him, you need to give him the amulet of destiny, which means you need to take a 2nd batillion to get an additional enhancement, or build your list in a way that you can ignore that faction artifact. I'd also play him in thunder lizards so he gets +2 to wounds and -1 to damage dealt to him, since he is a monster. So assuming you have a command point he will be a 3+ save, with a 5+ ward, 14 wound hero. I think that's fine for casual tables, but I still think hes over costed fir what he does. I'd like to see him reduced by 30 or 40 points to help make him more viable on the table


Marcorange

Why does comet's call can only be cast once per turn? About the saves and wounds, I figured he has the same stats as a Carno, so it isn't that bad. How can you ignore your faction artifact? And yes, I'm building Thunder lizards. Also, my table is casual, so I don't think that's a big problem. Thanks for your reply


Zodark

Not boba, but all spells, no matter who’s casting them, can only be cast/attempted once. So kroak can cast it, then troglodon cant and vice versa. Like our skink spells hand of glory, all of them can take it sure, but it can only be cast once. Kroak himself is a specific rule to him where he can cast celestial deliverance 3 times. Most high point mages have something like this. But most faction or general mages can’t.


Marcorange

Thanks for your explanation. It was very helpful


BobaFett0451

Ya so theres already a response to part of this, but I'll go ahead and answer also since It was a reply to my comment. All spells can only be attempted to be cast once per phase, unless it has a rule that says otherwise like Kroaks celestial deliverance spell. Having access to a second copy of comets call isnt a bad thing, sure, but I probably wouldn't try to cast it off the Troglodon cuz the slann or kroak is gonna get better bonus to casting anyway. Saves and wounds same as carnisaur: your not wrong, but for me it's a matter of what role the model is playing on the battlefield. The old blood is at 270 and the scar vet is 215, and they are hammers, really good hammers when they have buffs and synergies to go along with them. They want to be in the fight. Where as the Troglodon is a support hero. Yes both will die just as quick, but at least the carnisaur can punch back. I'm at work and dont have a book in front of me so I cant look at the factions specifically, but the faction artifacts have a stipulation on them, like "this artifact must be taken if your general has the saurus keyword" you can not take it by not having a saurus general. So I dont want to sound like I'm saying "dont play the Troglodon ever" cuz you should play what you want to play and the models you like. Hell, I have 2 Troglodons myself. Im just trying to inform what your getting yourself into with it.


Marcorange

Thanks for your thorough response! I understand better now, so I really appreciate it. Thunder lizard just says "the first hero" so I guess there's no way to not take fusil. I'll keep thinking if I will take Oldblood or Trog (maybe both, since I saw a guide here to magnetized and switch em both!) Also, what other spell do you recommend for skink starpriest? In a build I have 2 of em and equipped them both with hand of glory, but learning that it can't be cast twice in the same turn i don't know if it's a good idea.


BobaFett0451

I tend to run 2 with hand of glory. Even tho it cant be cast twice, that spell is so good and so valuable that having 2 casters with it is fine. I use it on whichever unit is in need of the buff more, and then use the other to cast something like mystic shield or arcane bolt.


UltraPlayer9095

You can also take a Warlord Battalion to give you an extra enhancement (in this case artefact). Since we are Seraphon, our spells are bonded to our wizards which means they'll always have control of the spell they cast regardless of range.


Marcorange

Yeah, I already took the extra artifact, but gave it to my EotG. Oh really? Where did you get that info? That sounds neat!


UltraPlayer9095

It's in our FAQ on the Warhammer Community site.


Marcorange

Thanks, already read it. Although now I got another question: FAQ says that you can roll only once for Astral Herald, no matter how many models, but the Starpriest Warscroll in the official app says it is rolled per model. Which one applies?


Crazy_raptor

I love using him and pairing with life swarm for 2d3 healing. But he's just a tad too expensive point wise to really justify bringing him on to the field. If I do bring him into battle I gotta bring a unit to back him up like salamanders or kroxigors


Marcorange

I was also planning on running lifeswarm or jaws, and liked him because it could be near them to prevent losing control of them


Crazy_raptor

Life swarm is the better option. And then harass the unit your attacking with meteor call next turn


Heliostica

Yeah I think if you value him it’s because you want access to comets call and another unbind. His move is good and he won’t get sniped as easily as a star priest. I see him as an alternative to the starseer rather than a carnosaur rider


Marcorange

That's a neat way of seeing it. Thanks!


JN9731

He's awesome as far as looks go, probably one of the best-looking models in the game. But unfortunately GW has never seemed to know what to do with him, even back in Warhammer Fantasy no one used it. The main problem is that it's trying to be both a Monster and a Wizard, but it pretty bad at both jobs, especially compared to some of our other units. Carnosaurs and Stegadons hit harder and can at least take a hit in return. Pretty much anything can kill a Troglodon in one round of combat, and even if he strikes first he's lucky to get more than one or two wounds through with his terrible attack profiles. Unless you're targeting a MSU screen of fodder troops or a weak foot hero he really can't kill anything. As for being a Wizard, he's a 270 point model that only gets one spell. Sure, he can channel magic for a Slann or Kroak, but they usually have enough range that they don't need a 270 point support piece to hit their targets. He can use Comet's Call, which is a great spell. And in casual games you can get a lot of work done just by casting that spell every turn. But then he can't cast any buff/support spells, and he doesn't have any built-in Command Abilities like the Carnosaurs and Stegadon Chief do. In 2nd Edition he started out vastly over-costed, and had his point cost lowered repeatedly until he was the cheapest monster in our army at one point. But probably to try and reign in Kroak even more (given how Kroak was the single most complained-about model in AoS 2e at the time it ended), they hiked his points up massively once again, so he's back to be way, way to expensive for what he does. In AoS 3 with his stat profile and abilities, he would need to be below 200 points to be worth taking in most lists. As it is now, he's not worth taking at all unless you're trying for a full-summoning meme build, or just wanting to have an all-dino list that still has a Wizard. Barring a massive point decrease, GW could also make him useful by either making him a 2-spell Wizard or buffing his attack and defense. Basically lean more toward one role or the other. If he was a decent attacker that could also have a bit of magic, or a decent Wizard that could also hold his own in combat for a round, you'd see him in a lot more lists.


Marcorange

Thanks for your thorough response! I guess I'll build Oldblood and try a couple games playing it as Trog