Prince of Spires wrote:lies, damn lies and statistics? The other two saurian ancients became 33rd and 35th. So, one tournament is not really something to base any definitive claim on. It could very well be the case that the three players devised a list that was hard to deal with in the meta and that they got lucky at some point.
I was picking up on this comment from the Milton Keynes Massacre thread really Rod:
Jal wrote:HBE are probably strongest army (with Lizards).
Prince of Spires wrote:Which is of course not to say that they aren't a strong book. I do think Cold Phoenix has a point in his argument. In the end, core choices form the basis of a good book. Since you must that 25% of it, if you have strong options available in core then you're 25% ahead of a book with only average choices. And many of the changes benefit the Core Saurus warriors. S4 really helps lots. And if you then get bonuses, like the new spears, then you quickly become a great choice.
While I feel slow, solid infantry can be a decent pick (Plaguebearers for example) I would rarely point to them as a decisive strength of an army. Helpful though.
PadForce wrote:I havnt played against them but have heard there are a few builds including 4 steg + carno monster mash which are as good as unstoppable.
I take what you and Cold Phoenix are saying here Padforce but it wasn't that great in 8th. I guess the Engine Ward could be very helpful. The fact that cannon can't kill them in one shot anymore matters too I think.
PadForce wrote:
From what i can see every single HE list was shooty avoidance. Top list was three fire phoenixi (one with archmage on), three heroes on eagles, three rbts and a load of core shooting and silver helm darts. I really hope the march revision moves HE and the meta in general away from this kind of list, because it simply isnt what i want a game of 9th to be.
My take on this is as ever. The odd game against that kind of list is an interesting test of skill. If most of your games are, it gets a bit depressing.
Cold Phoenix wrote:It's worth mentioning that some of the options in the SA book look reasonable on their own but get really nasty when spammed or combined with other abilities. The engine of the gods can reduce the casting value of a lore by 2. Seems reasonable until you combine it with a slann with +4 to cast and extra channels. At that point you can cast much more reliably than anyone else or throw less dice at each spell and force more through.
This makes sense. I played the winner of this tournament under 8th edition, he brought a Slann with all the upgrades. One of the very few games I've lost to magic. If anything the magic seems stronger now and other people's got toned down.
Things that struck me first read-through:
1) Unconquerable Will looks great.
2) Caiman Ancient interesting, not overpowered, ditto the new unit upgrades.
3) Animal Totems. +1 Movement?
4) 25 Braves min for Skrox unit.
5) Weapon Master any good on Temple Guard?
6) Raptor Riders look improved.
7) Poison from Thyroscutus interesting.
8] Engine on Ancient looks very strong.
9) Predatory Roar on Stygiosaur could be a game-winner.
10) Tricks with Skink Palanquin Hatred possible?
I guess it's how it all fits together.