Announcement Previews of Saurian Ancients in 2.0

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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • Previews of Saurian Ancients in 2.0

    Mandatory PR disclaimer
    Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well



    Welcome my coldblooded friends to the first of our preview series on the 2.0 changes to the SA book. Many changes have happened, some due to the suggestions and feed back of the community, some due to internal issues with the book, some inspired by (still) WIP background (though apparently the SA stuff is close to being done, hopefully we can share some snippets soon). Thankfully the book is seen as externally well balanced(despite the eternal cowboycomplaints) so we were not requested to make any drastic negative changes to the book at least from a rules perspective.


    How this will work
    • Each week starting Oct 15th, there will be a post containing a spoiler on a unit that the SA task team has changed.
      • Included will be reasoning for the change, options explored and why we think the change will work
    • Each post will also contain a poll of the remaining units which have not been showcased.
    • The winner of each weeks poll will be the [lexicon]unit[/lexicon] featured in the next update
    • There will be a delay of 1-2 days between picking a winner and posting the new update(Despite [lexicon]Cuatl[/lexicon] having [lexicon]Evocation[/lexicon] they still haven't figured out literal ghost writing so its down to me and @Just_Flo).
    • Hence each poll will run for 5 days from the time of the post so we can keep on track.
    What changed?
    I'm sure you are fed up with admin details by now so here is the list of the units changed by the SA task team.

    • Caiman Ancient
    • Thyroscutus
    • Temple Guard
    • Jungle Swarms
    • Salamanders
    • Saurus warriors
    • Stygiosaur
    • Skink Hunters/Chameleon skinks
    As for what actually changed on each of these units and why, I'm afraid you will have to wait until each is featured on the weekly reveal.(I know, I know, I'm a horrible tease). Each race has also been given a new racial trait spell which may be chosen by any caster from that race regardless of path. This will be next weeks reveal as one or two of the unit entries aren't quite finished yet and we don't want to disappoint you by either doing a rush job or not being able to deliver on what you vote for.


    What has not changed(at least by us) and why
    Obviously some people will be upset that their favourite unit was not changed but the team was only given 8 slots for changes and tweaks to our beloved book. The task team had several vigorous debates about which units to choose(based off what we perceive as in need of help) and in the end we voted for the units above as they were the most in need of actual rules changes rather than points fiddling(which is the province of the almighty and feared Balancing team).


    However we did get the option to make minor tweaks to units which were affected by changes in the main rule-book.


    Rhampodons were one of the biggest recipients of this as we managed to implement the long asked for change to how the unit ranks up. They also benefit from two more changes in the main rules that make them a rather fearsome option now(they do a little less damage versus unmarked units but will utterly blend marked ones).


    Raptor riders are another unit which is helped out by the main rules changes, their reliability is markedly increased, they make excellent use of one of our banner enchantments and the changes to weapons make their match ups more favourable.


    Pteradons were felt to be fine mechanically, so didn't need a change on that front. Rules wise they did the same thing they did in previous editions.


    Skink braves were considered but they will benefit from a new banner enchantment in CC. They also have a role as shooting support which they fill well so were left alone.


    Taurosaur, Spearbacks, Caiman, Skink-Caiman units all are about the right level, do their jobs well and have distinct roles in the army. Though the Taurosaur gained a bit of speed on the charge due to the unit type changes at small price (not in points, so you will still be able to run 3).


    The combat characters have under gone only minor changes to ensure they are not left behind in the new magic item setup(certain community members can stop panicking now). The magic items changes and some persuasion ensured our cowboys weren't exiled to dusty shelves. In fact they survived relatively intact(BLT may jiggle the prices but nothing yet). The magic changes are wider than can be discussed here but rest assured your favourite frog is still the magical monstrosity you all know and love, able to pump out more spells, dice or bonuses than anybody else in the game. The skink priest has stayed much the same but is more capable of having a reliable solo phase due to the new method of spell selection. Path access has not changed though it was discussed(quite heatedly at some points). In the end the background team felt that the cuatl fit the 4 paths he had access to the best. Expect some background snippets to support this soon...

    That's enough for this week as we are approaching a thousand words already.


    May you find a warm rock to sleep
    @Ipower & @Just_Flo
  • Preview 1 for Saurian Ancients

    About which changed Unit do you want to know something next week? 95
    1.  
      Templeguard (49) 52%
    2.  
      Saurus Warriors (20) 21%
    3.  
      Caiman Ancient (8) 8%
    4.  
      Skink Hunters / Chameleon Skinks (6) 6%
    5.  
      Thyroscutus (4) 4%
    6.  
      Salamanders (3) 3%
    7.  
      Stygiosaur (3) 3%
    8.  
      Jungle Swarms (2) 2%
    Hello fellow Saurians,
    Our original intention was to share some glorious news about magic with you. Than something good and bad together happened. The topic (magic) we wanted to talk about with you has been picked for one of the next BTS Blog entries.

    That is good, as that Blog can and will give you much more insight into it than we would ever be able. That is bad, as what we wanted to pass on to you will be postponed until after the Blog.

    So no news this week? Well, not about magic. But we can tell you, that the RT Review of SA is almost over and we have been able to solve most changes requested by RT to their and our liking. At the moment only 2 topics where we have to find a compromise are remaining. So you can feel free to vote on which unit you are to be told something about next week.

    But now you will receive some more concrete information about the magical artefacts we will have access to:

    - Those of you who like to run opponents over on their feet or mount will be happy, that their favourite item in its core functionality will stay. Feels clunky, maybe reword

    - our most beloved way to protect Characters on Mounts will still protect them.

    - breathing fire may be a dragon thing, but with the right tools saurians will still be able to get egg-cited about that too.

    - our bound spell is still bound to us.

    - we will still be able to influence the opponents magic phase with some of our cubes items.

    - Those who loves to shoot at people with skinks will see their skink hero participating with a new toy.

    - who ever felt the need to bodyguard his Cuatl from ranged attacks will be able to fear them no more, but be aware don't get caught with him in close combat.

    - if you can't decide how to give your Skinks poison in cc, than forget the 2 old options and use a nice banner instead.


    8 Items you now have hints about, 7 more to give you hints about in the future.

    Greetings by @Just_Flo and @Ipower.

    SA-ACS Playtester

    Translation / United Nation DE

    The work of TouS and where to report your lists. An app to report your games.
  • Which unit should be revealed next week? 112
    1.  
      Saurus warriors (47) 42%
    2.  
      Caiman ancient (21) 19%
    3.  
      Thyroscutus (14) 13%
    4.  
      Salamander (9) 8%
    5.  
      Skink hunters/chameleons (8) 7%
    6.  
      Stygiosaur (8) 7%
    7.  
      Jungle swarms (5) 4%
    Welcome skinks, saurus, gentle lizards(please don't eat me) to the first SA unit reveal for 2.0. The poll is closed, the votes are in, the winner by overwhelming acclaim with more than 50% of the vote (in an 8 raptor race) is Temple guard.

    Why we picked this unit
    Temple guard are one of the most iconic units of our army. A hefty block with a cuatl safe in its centre is both a visual and literal centerpiece for an SA army. They are the immovable anvil, they take the worst the world can dish out and they give the pain right back. Whether they face the swift fury of elves, the rage of demons or thunderous charge of human knights, temple guard have one cry "and still we stand!"

    In 1.3 Temple guard were exceptional at dying before they broke. Unfortunately they were far too good at the dying part. The unit was broken in ways that yet another price cut couldn't solve. They lacked in defence and were too slow for their offense to make an impact. I ran simulations for 30 temple guard against 15 elite units costing equal or less. The results were a slaughter (of temple guard). Did you know that executioners kill 22+ temple guard in a round? Or that SE rangers do about the same? Most fights were similar with the handful temple guard won being by the skin of their teeth.

    Ideas we considered
    Thankfully we didn't have to look hard for ideas, the skinks(yes, you lot, now stop looking so smug(can lizards look smug?)) had been chattering about how to stop our elite dying faster than we can spawn them (sacrificing the skinks running the spawning pools was considered but didn't work last time so...). We did some distilling and came up with the following 4 ideas
    • Weapon master
    • Obsidian club
    • Gain heavy armour and lose shields
    • Move to core
    The discussion
    Initially the task team was fairly united in picking weapon master, we would have gained parry and a pip of armour. However when presented for judgement before the Cuatl lords(Rules team) we got told to stop being boring and go away. So we tried once more with moving temple guard to core, this even had some balance team support. This was shot down by a rouge chameleon pointing out that it didn't actually solve the problems the unit had and could imbalance core.

    This was mid last week so we were scrambling, dropping shields was a big no from the task team even though the RT liked it as it would mess badly with people's models. We thought about the obsidian club. Going for the one handed halberd with parry seemed a little too much like having your ixti grubs and eating them, cough, ironfists. So do some thinking. What are clubs? What do they do? They hit people, hard. Not much use on the defense. Not renowned for cutting through armour. So we came up with the cobalt club

    Display Spoiler

    Cobalt club(name is WIP)
    User attacks with +2S


    This means we strike at a mighty s6 and gain that pip of armour we desperately needed. We do lose the pip of AP but the razor banner still exists for the nostalgic.

    Bonus reveal
    We still felt the temple guard to be too fragile and Totem of Mixotal was as useful in keeping them alive as a palm leaf if you're in front of an angry taurosaur. Reaching back through the mists of time the Cuatl summoned forth an ancient artifact, the Banner of the Sun(name is WIP). The sheer brilliance of this banner blinds those who would shoot at its bearers making them miss. Once per battle it's true power may be unleashed in a blast of blinding light dropping the offensive skill of any foe in contact (ever wanted a chaos character to hit temple guard on 4s?).

    That's all I have for this week, vote in the poll for next week's reveal(should be earlier).

    May your skinks never be caught
    @Ipower & @Just_Flo

    The post was edited 1 time, last by Ipower ().

  • What shall we preview next week? 99
    1.  
      Stygiosaurus (20) 20%
    2.  
      Thyroscutus (21) 21%
    3.  
      Skink Hunters / Chameleons (14) 14%
    4.  
      Salamanders (11) 11%
    5.  
      Caiman Ancient (29) 29%
    6.  
      Snake Swarm (4) 4%
    "WIP - not totally finalized"

    All of these changes are still subject to change. Yes, the RThas approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLTto do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well.

    Hello Saurian Ancient Community...You all are true Saurians. The second vote reveals that for the second time the "Saurian" parts (TG and SW) win over the more Skinky parts of our army. So now I will tell you something about our Saurian brethren.
    In 1.3.4, our proud Saurian Warriors only went out into the Jungle in small patrols of 10 and in very few occasions in groups of 35. Seldom did these brave warriors follow the spirit (Totem) of one of our Entities. Also the power of these totems were vastly different for the same amount of points which didn't offer a good variety when list building. Therefore, we had quite a lot ideas of what should change.
    We can proudly announce that the latest strategic breeding programs have now led to units of at least 15 Saurians for our patrols.
    Of course our gods have stayed the same, but the power of their earthly totems got a bit truer to the self of the gods and what they represent.
    The deadly Pisces warriors of the Pirahna held the Totem that all opponents FEARED to face, (and we all FEARED to take,) got the potential to become the cheapest of all.
    Fast snake-like attacks for the followers bred under the Serpent not only grants these brave warriors the ability to attack from one more rank than the opponent expects, but also much faster than he will ever expect as well. However, the Serpent demands much of his followers, and it could become the one which asks the highest price from those who follow it, too.
    It seems the Totem most famous for his speed has walked so fast past us, that we only managed to adjust the advance rate and march rate of those attached to him. But those of the Jaguar are elusive and secluded, so its a wonder that we had a chance to corner them.
    Beware of the Crocodile, for it is really dangerous to walk near/drive into those big hunting animals both living in water and on land. That simple task becomes even more dangerous when those warriors are granted a harder Skin versus everything in combat, which is not a straight attack for the kill.
    So in short, yes, our starting warrior unit size has changed to 15, and it is possible that the Saurian Warriors will get a little, if not tiny, bit cheaper than before. Also some of the totems were changed, and in closing this out, they will cost different points.
    So those of the Saurian Community, be ready, be excited, and be resolute to defend the jungles and swamps of our ancestors! Also be very aware that the jungle life if fickle and the breeding process complex. Therefore, you may never truly know what is in store for the masses...in other words, things are subject to change prior to release for Public Playtesting. :judge: [/spoiler]

    @Just_Flo and @Ipower

    SA-ACS Playtester

    Translation / United Nation DE

    The work of TouS and where to report your lists. An app to report your games.
  • Which unit should be unveiled next? 111
    1.  
      Thyroscutus (33) 30%
    2.  
      Styigosaur (27) 24%
    3.  
      Salamander (23) 21%
    4.  
      Skink hunters/Chameleon skinks (18) 16%
    5.  
      Jungle Swarms (10) 9%
    Mandatory PR disclaimer
    Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well


    Greetings, cold blooded friends (and warm blooded future sacrifices), welcome to the newest version of the very old, the Caiman Ancient!

    Why we picked it for improvement
    Have you ever seen one on the table? I haven't. I haven't even heard of anyone who has actually played one let alone with any success. It was noted on the very rarely taken list of the internal data analysis report.

    Overall it didn't have a role, was anti synergistic within the army and was universally seen as an all around terrible choice(yes, yes I see the lone skink jumping up and down at the back in objection, key word being lone).

    What we considered
    The first idea was to boost the pack leader rule but that was frowned on as it would lead to him being solely used in deathstars and costed as such. So we tried the other direction, we dropped the pack leader rule and spent some time training the caiman ancient to hold a flag as had been requested by the community. That was a small boost but we still had the issue of enchantments. It was proposed that the caiman ancient get 5+ scaly and light armour but we felt that was unfluffy, this is the dinosaur army! So the Caiman ancient got light armour built in(turns out you can teach an old dinosaur new tricks) and kept his lovely scales for a base 3+ armour before items.

    Summary
    Gained, BSB option
    Gained, light armour built in

    Lost, pack leader rule

    Bonus spoiler
    I have managed to play a couple of games with the new book and have tried out the caiman ancient in combination with our new trinket, jaguar spirit.

    Display Spoiler
    Caiman ancient, jaguar spirit (+4 advance move,+4 march rate, swiftstride), basalt plates(dragonhelm), steel charm(lucky charm), great weapon


    Wow, did he impress. He was easily the MVP, with an average 19" charge he was threatening the opponent's wizard bunker from turn 2. The scalps claimed include a catapult (turn 2), 16 man archer unit(said wizard bunker, wizards were running around solo)(turn 4), ark of ages(turn 5), 4/5w on a bsb with regen (turn 6). He was incredibly impressive adding speed and power in addition to dictating the movement of my opponent.

    Extra Bonus Spoiler
    With magic unrevealed expect some extra spoilers focused on magic over the next few weeks in addition to your regular weekly unit reveal.

    May your scales grow ever thicker.
    @Ipower & @Just_Flo
  • Mandatory PR disclaimer
    Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well


    Hereditary Spell Reveal
    Welcome most ancient and revered scholars to the first of this reveal on the nature of magic as determined by our glorious Cuatl lords. With the dawn of 2.0 each race was given the chance to create a unique spell which will be available to all the casters of that race. Any caster may swap any single spell they know at the beginning of the battle for the racial trait. You may have multiple casters switch to the racial trait but only one may attempt it each turn.

    SA Concept work
    Our initial thoughts centred around a buff spell, unfortunately the first submission to the rules team of 3 reroll tokens(may reroll a single d6 to hit, to wound or armour save) which last one turn was deemed as far too powerful and catering too much to cowboys and the alpha carnosaur. It was firmly rejected by the RT.We decided that any other spell we chose would have to be useful no matter what army build was being run whether it was a lone priest supporting blocks, cheap cuatl in a cloud or party cutal with monsters. We then started to brain storm other ideas such as
    • Tooth and nail, no weapons but +1S+1AP+1 attack aura
      • Rejected as only good in mono saurus and very hard to balance(its either brilliant with 60 saurus or terrible with a cloud)
    • Evolve, +D3 to Movement,WS, Aim score and Agility
      • Again too hard to balance and possibly too strong, doesnt support monsters
    • Harden Scales, increase scaly skin by 1
      • Very boring and already in alchemy, doesnt help skinks
    Winner
    After struggling to find a buff spell that would be useful in all builds we decided to change direction. The cuatl is the master of the elements but this represented by pyromancy. Its a solid lore but lacks the shock and awe factor from a truly god like mage. When looking for damage spells(we were considering the likes of deliverance of itza or the ruination of cities but both would be far too strong, see the rage about scorching salvo if you doubt me), one of the team suggested we were looking in the wrong place. Instead of looking back at the mighty mages of yesteryear we should look at the humble skink priest. Saurian ancients have long had an association with the astromancy and the magic of the skies.

    Display Spoiler
    Spark of life, X+/Y+ 36"/18"
    That which can create life can also take it
    Hex, missile, damage
    The target unit suffers D6 s5/s6 ap2/3 hits


    For those who havent played previous editions of ninth age this might be a thunderbolt from the blue but for those who have it is the welcome return of an old friend. Druidism skink lacking ranged damage? Not any more. Pyromancer struggling with armour? Problem solved. Alchemy mage getting caught by fireborn? Lightning to the rescue. Evocation cuatl facing evading skirmishers? Blow them away.

    It is a simple and easy to use spell(point, roll, boom) that is useful in almost every conceivable build and almost every conceivable match up. I was told to remove the casting costs at the last minute but they are both currently in single digits and I dont expect them to change much. Wish I could give you more info but orders from on high and all that.

    Follow up
    Expect at least two more bonus spoilers, one on the humble skink priest and one on the almighty master of magic that is the cuatl lord. Though you may get three if the Cuatl lords ego gets too big to fit in just one spoiler.

    Burn them all to ash!
    @Ipower & @Just_Flo
  • Which unit should be revealed next? 119

    The result is only visible to the participants.

    Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well


    Bumm, Bumm, Bumm. Earthshaking news.

    The Saurian Ancients Dinos are on the march again. The Alpha Carnosaurus charges ahead. He seems to be unchanged. At a speed faster than before the Taurosaurus begins to advance towards the waiting crowd but falls behind the Alpha Carnosaurus much more than it used to be. Than the Thyroscutus follwos with a much quicker start than before but stays behind at it usuall speed. The last in the line is a single Skink holding up a shield. On the shield there is the following written: "The Stygiosaurus ran of for a different preview."

    Display Spoiler
    No conceptual changes on the Alpha Carnosaurus. The Taurosaurus gains swiftstride, his advance rate stays the same, but his march range decreases to 10. The Thyroscutus is now cavalry. The Stygiosaurus will be the topic of a different spoiler.


    Bumm, Bumm, Bumm. Get ready for impact of incoming dinos.
    The Alpha Carnosaurus does what he does best and slays what it touches. It looks like that the Taurosaurus strikes a tiny little bit more in the moment of the impact. After a round of mishits it seemed to struggle more than before. The Thyroscutus behaves highly unusually. It waits untill the opponent charges it and than both stand still as unmovable forces.

    Display Spoiler
    Still no changes for Alpha Carnosaurus. The Taurosaurus gets another attack in the round it charges but looses stubborn. The Thyroscutus looses all old special rules and buffs it granted. It gets an ability to hold combats. It still has 2 options it has to choose from. One grants some poison attacks, the other one grants a part of a power dice.


    So why did we do all that? We wanted to differentiate the monsters. The Alpha Carnosaurus shall stay combat monsters which do basically the same output wether they charge or not. The Taurosaurus and Stgiosaurus were kind of swiff army knifes and needed a clearer role, which they now have. The Taurosaurus is a lot more charge dependend monster and with swiftstride should get the charges more easily.

    Display Spoiler

    • Lost stubborn
    • Gained Swifstride
    • Gained Thunderous charge(+1 att)
    • Gained +1 Di



    What the Stygiosaurus now is there will be a different Preview for.

    The Thyroscutus was bloated with rules. The different buffs did only work on some units/ parts of it. Some buffs also didn't stack well with other old buffs. As in our opinion broad buff units have other problems, too we decided to find and design a role of its own for the Thyroscutus. We made it into the one and only roadblock. As Armour is one of our strengths and we liked the armour bonus on the Templeguard, we decided to share such a boni to the Thyroscutus, too.

    Display Spoiler

    - Loses old Altar of the snake God and Sun engine
    - Gains some poison attacks or 1 / 3 of a power dice
    - gets unbreakable
    - +1 Armour save
    - changes Modeltype to cavalry


    Yours Just_Flo and @Ipower

    SA-ACS Playtester

    Translation / United Nation DE

    The work of TouS and where to report your lists. An app to report your games.

    The post was edited 1 time, last by Ipower ().

  • My dear Saurian Friends, we are back at looking at our Thunderous Lizards.

    Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well


    Today we will speak about the Stygiosaurus. It was one of your most liked monsters out there. It was a swiss army knife and it was a real rules bloat. We also felt, that the pricing of all not being skink or swarm based was negativly affected by the existence of Predatory Roar.

    So we decided to change that. Well, hopefully not the one of your most liked monster part. We removed Predatory Roar and the sole Javelin shot and brought the Wizard upgrade more inline with the way such upgrades are done in 2.0.

    The result?



    What does that mean for our army? Well, we hope that with the removal of inflatory rules, there is room for a decrease in prices for Saurian Warriors (without spears), Saurian Chars, Monsters with Born Predator, Caiman, ... Nobody would complain to get extra models for the same cost, would you? And as far as our chameleons reports are correct this hope seems to come reality.

    Yours Just_Flo and @Ipower

    SA-ACS Playtester

    Translation / United Nation DE

    The work of TouS and where to report your lists. An app to report your games.
  • Heeeeeeeres's froggy!

    Boring disclaimer bit
    Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well


    Mechanical changes

    Welcome the long delayed second magic spoiler! As you now know the method of picking spells and getting bonuses to cast and dispel has changed. Cuatl lords are rightly wizard masters for now and all time while the skink can either be a dirt cheap novice or can go up to an adept at a cost. The stygiosaur becomes a wizard adept who can chose between the same two spells as before or he can swap one for our trait or savage fury(makes up for the loss of the roar somewhat I hope?). The stygiosaur is now an incredibly versatile piece either providing 2 combat buffs or 2 ranged spells or a mix of both. Unfortunately we were not able to change any of the paths we have access to but we did manage to snag this piece of fluff from our raid on the background team
    .

    Display Spoiler

    Dearest Andre
    Display Spoiler


    Though I enjoy your compliments, flattery will do you little good in this matter. My mind is set and I urge you to reconsider your decision. Though there are few in the sisterhood who would dare voice it we are aware of the limitations of our skill and power. Facing the slithering savants of the tropics is not an ordeal that should be sought or wished for. There is no shame in admitting there those with greater understanding of the deeper mysteries of magic than ourselves. The ancient ones alone possess the mastery of the four pillars of creation. The ability to mould matter, weave energy, siphon souls and unravel fate is theirs to command. Relying on the teachings older than history they are the true masters of arcane arts even though the foppish denizens of Celeda Ablan would like you to think otherwise. I only hope if I am ever to face one them on the field of battle the Lady will be there as well as my shield.

    I know that vagabond Cyprian has been filling your head with the tales of the Saurian riches and his own sorcerous prowess but I assure you that charlatan will be like a fly caught in a web of Saurian making and while the lord of the host will pluck its wings his skittering servants will raise the beasts and plants of land to hem you in to be obliterated at their master’s pleasure.

    Please go and consult with Guy before making the final choice.

    Your loving sister
    Eleonore



    Cuatl lord disciplines
    These were very much a mixed bag in 1.3 with some being regular picks(extra spell, wellspring, ancient knowledge) and some you would have to ask what it did if you saw it across the table(cough, master of magic, cough). Some had to change due to mechanical changes in the magic phase, some due to not working and some because we could just do them better.

    Wellspring of power
    This was a fairly easy transition, +1 to cast and +1 channel became +1 to cast and +1 veil token. Good before probably better now.

    Unconquerable will
    If it aint broke, dont fix it. Despite many opponents whining it is broken this power remains exactly the same, providing magical defense in an age where there is almost none.

    Wisdom of the Ancients
    Extra spells are always nice. This now grants you the number 1 spell in the path you select in addition to all of your other spells.

    Master of Magic
    Rolling an extra D6 is pretty meh when we no longer roll for the winds. Instead we decided to go straight for the veil tokens. We left generating extra tokens to the wellspring power and instead decided to shift the trading ratio of tokens to dice from 3:1 to 2:1. Still capped at 4 extra dice from tokens but this in combination with siphoning(3) almost guarantees a 3-4 dice advantage in every single phase. Unfortunately we can no longer store tokens for a later casting phase as the price. Speaking of price though this power is no longer a one and done deal. It can be combined with other disciplines now due to price shifting!

    Wandering Path
    This power is one of those that we simply felt could be done much better and to be honest I think we hit this one out of the park. This power grants the cuatl a whopping 6 spells, protean knowledge and access to druidism. Protean knowledge means that instead of picking spells as normal the caster knows the first spell in every path they have access to(gosh, anyone guess where we got this idea from?) and their trait spell. I could force you to wait but will spoil the spells as well, Spark of life, Healing waters, Fireball, Quicksilver lash, Spectral blades, Know thy Enemy. Combined with grabbing the oaken throne as a freebie and buying a couple of bound items, your caster can rock out with 9!!! spells.

    Ancient Knowledge
    Half this power went up in smoke with the new spell selection(guaranteeing the spells you want is cool but less so when everyone can do it for free). So while this power keeps the ability to count friendly wizards for range boosting it also gives the whole path of divination to the cuatl lord. Yep, no more picking and choosing just straight up have all 6 spells in the path(you can still swap one for the trait).

    Higher State of mind
    This one is a bit of a funny one due to how the lack of defence changes things. Normally you stop 1 maybe 2 spells going through and you rarely need all your dice to stop the one spell(frequently you have 5, they roll an 11 including bonuses, unless you are a mad gambler or have unconquerable will thats a 4 dice to stop). We kept it as is mostly but it now converts a dispel dice into 3 tokens. This cannot be combined with master of magic.

    (The power formerly known as Shielded soul)
    Similar to master of magic there is no point in rerolling miscast dice when we dont have a miscast table anymore. Instead we decided to put emphasis on the telepathic link. This unnamed(as of yet) power will allow all spells to be cast through the link not just damage spells and all non aura damage spells will be able to make use of their full range.

    Conclusion

    Unfortunately the cuatl lords refused to share page space with lowly skink priests more than the bit at the start so the changes to the skink and our arcane focused items will have to wait until next time.

    :wiz:

    @Ipower & @Just_Flo
  • Disclaimer
    Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well


    Welcome to our second to last spoiler for the SA units that were changed in the 2.0 wave. With the poll so tight and the end of the year approaching I decided to combine the rather minor changes of both salamanders and skink hunters/chameleon skinks. Neither change is particularly lengthy although I expect one to have far more impact than the other.

    Skink Hunter/Chameleon skinks
    These units wielding the mighty blowpipe have been a mainstay of SA armies in every version. We were however made aware that some people felt that the blowpipe was a little too strong. We thought about what we could possibly change with the way the blowpipe worked,
    • Range? its already range 12" and cant really go any lower
    • Remove poison? None of us fancied being tied to a stake and burnt by you fine gentlemen and ladies
    • Remove multiple shots? then it becomes a bad javelin
    • Reduce the BS? makes it very bad especially with 2.0 changes
    • Remove the +1 vs towering presence? Possible but wasn't fitting the skink role as anti monsters
    • Reduce the the strength? Winner, skinks can still rip apart monsters with poison and sheer volume but are no longer as effective at deleting units of t3/4 models.
    Mathhammer
    Display Spoiler
    The actual damage reduction while hitting on 5's vs a t4 unit is 25%(50% are poison and you chances of wounding with the other half of hits drops by half). Vs t3 you lose 16% of the wounds



    Actual Change

    Blowpipes go from s3 to s2


    Salamanders
    These lovable lizards were nerfed incredibly hard by 1.2 and never really recovered from it. Options were discussed from increasing range(stepping on the spearback's toes), increasing ap(same again). In the end we decided to go back to the army strengths, as we gave temple guard more armour we gave the humble salamander more mobility. Salamanders can now march and shoot. This will hopefully enable them to get off more and better shots than before as well as expanding their threat radius. This fits the army both thematically and functionally on the table. In other good news for the hottest of saruians and increase in the number of hits was approved by the RT for all flame thrower weapons. The hits are now calculated at D6 + D3 per rank up to D6+4D3 and the maximum number of hits can now no longer exceed the number of models in the unit not the number in each rank

    Examples
    Display Spoiler
    Front arc of a conga of 20 zombies
    • Old: 5 hits
    • New: D6+4D3 hits average to 11.5 hits
    Flank arc of 7 wide 2 deep swordmasters
    • Old: 5D3 capped at max 2, works out at about 8.3 hits
    • New: D6+4D3 hits, same as above 11.5 hits


    Change
    Salamanders can now march their full 12" and shoot. Flame weapons do d6+D3 per rank/flank hits capped only by the number of models in the unit.



    Thanks for reading and we will see you next week for the final reveal on jungle swarms

    @Ipower & @Just_Flo
  • Mostly irrelevant disclaimer
    Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well


    Never thought we would get to the end of these but here we are at last. Our final reveal goes to the humble Jungle swarm. This was a unit which got kicked out of core a few versions ago and never really found a place since. Too expensive to serve as pure chaff and an anti synergistic buff rule due to the swarms bleeding more combat res than they add(either directly or indirectly through the buff). Unable to flee in the army most renowned for double flee shenanigans made it a square peg trying to fit into a round hole.

    Discussion of solutions
    We were bound by the basic rules of the game(eg. we couldn't make the swarms not count for combat res or be a free summon or able to flee) and yet had to make the swarms still feel like swarms so buffing the stat-line wasnt really appropriate.
    • Make the poison an aura buff, solves the problem of the swarms being in combat but makes them cost much much more(6" poison aura and i'd expect 200pts)
    • Make them akin to fanatics, a bit too random for the most orderly of armies and still would give up points which individual fanatics dont
    • Make them a war platform that can go in skinks, not really a swarm then are they? Also leads to issues with discipline(swarms are di10) while not solving the bleeding combat res issue and encroaching on Scaiman turf
    • Make them cause DTs when charged, this fits the idea of a swarm of horrible insects, lizards and scorpions getting everywhere, means they somewhat keep their chaff role while not being purely chaff.
    Hence we went with the last idea. There was some talk of making the DT number dependent on the number of swarm bases but anything more than DT(1) was deemed too powerful.

    Display Spoiler
    Enemy units must take a Dangerous Terrain (1) Test after successfully charging a unit of Snake Swarms


    Uses of the new unit
    Snake swarms are now an independent unit that while it still cant flee will make the enemy think twice about charging them as the entire enemy unit has to take dangerous terrain tests. The damage may not be much but if the full complement of 3 units are taken then you can not only chaff one unit for 3/5 reasonable charge turns of the game(assuming no turn 1 charges) you will also have cut that unit in half just from the dangerous terrain tests making it much easier for the remainder of the army to mop up via shooting, a big combat block or shoving 3 dinos in the front! The feedback from play testing has been "it's a chaff unit that you dont mind losing". Let us know what you think in the discussion thread

    May you always check your shoes
    @Ipower & @Just_Flo
  • Display Spoiler
    All of these changes are still subject to change. Yes, the RT has approved it, but it still has multiple steps to pass through. First, it must go through playtesting, and if anything is flagged as broken, or overpowered, or underpowered, we will go back in and fix it. The end result should be a book that is playable, and expands the options currently available.
    Additionally! There are no points yet, points won't be truly final until after all the books have been tested and the balance team can assess the game as a whole. So everything we propose to you will be without points. We know that pricing makes and breaks units. We need to trust the BLT to do their job, they will have internal testing to help provide feedback, and then then 2.0 beta for you guys to provide feedback as well

    The second half of the magic reveal is here and all about the skink priest and his options.

    Starting with the basics the skink priest starts out as a single spell apprentice who can become a 'real mage' by upgrading to a wizard adept granting him 2 spells and the potential to choose from the spell numbers 1-4 in a path. Spark of life is of course available to either version. The paths a skink priest can choose from have not changed as we felt they were both fitting and useful. Light armor is now an option to enable access to armor enchantments. So if this was all the changes we would lose quite a bit from the 1.3 version and the team decided that was unacceptable as the skink priest was not a dominant choice or broken in anyway (bar the lvl 1 druidism with jade staff which survived despite my best attempts to nerf him (3 low cost heals for 165 was busted)).

    To fix the loss of the ability to buy a third spell we gave the first spell in the path for free to any priest who is important enough to be carried to battle on a palanquin. To fix the loss of access to the 5&6 spells in shamanism and druidism we created a new item, The Sun Tablet which grants pathmaster(can freely swap spells as you wish). In addition we made a minor buff to the most unused mounts, the flyers. Pteradon and rhampodon mounts for both skink chiefs and skink priests have undergone extensive training and are now certified hard targets.

    Changes summarized for those who like bullet points
    Display Spoiler

    • Skink priest starts as apprentice and can become an adept
    • Paths stay the same
    • Light armor is an option
    • Skink palanquin gives the rider the first learned spell of his path in addition
    • The sun tablet grants pathmaster
    • Pteradon and rhampodon mounts gain hard target


    My personal favorite build for a skink priest is the buff machine where he knows regrowth, +toughness, regen from druidism thanks to the sun tablet, will pick up oaken throne for free and has a bound regen from jade staff. 5 heals and 4 incredible combat buffs. Alternatively there is the option of the "machine gun preacher" priest who takes swarm of insects or master of earth along with lightning vambraces and our hereditary spell for 3 mm per turn. Both do fit in the same list for less than the price of Cuatl bsb currently.

    Speaking of builds, I have reached out to some of the top SA players around the world(including the 4 highest scorers (with SA) from this years ETC) and will be posting up full 2.0 lists(no points sorry) from them, along with a few thoughts on how they are meant to be played as a starting point for people on list building with SA in 2.0. The first will go out on Sunday the 17th!
  • Greetings, fellow cold-bloods, as today is start of the 2.0 and the SA book is yet to fall the ACS team decided to prod a few of the internationally known herpetologists for their thoughts on lists for 2.0. First we reached out to the north to find the plans of @Marrcus who has been smashing people all over Europe in the name of Sweden with his 1.3 SA.

    Marrcus wrote:

    Two lists that I think can be played competitive. Second list without BSB, but boy does it pack a punch. I don't think it needs a lot explaining, it's ofc push push push. 3 spells mostly for healing the Carnos. Will autowin with the right matchups. The kind of list that I think is better in ETC than single tournament.
    First one is probably what I'm going to play for starters. I want to try the new magic phase so let's go for an old fashioned Slann. With channel (3) in total I get 2-3 more dices each phase. I've done the math and I think this setup is better than the 2:1 veil thingie. The Warlord with King Slayer can take on just about anything and will be a nice threat for anyone getting near. Only the shootiest armies will be able to win against this list from a distance since disco-Slann together with 4 spearbacks will probably win that fight. Caiman Ancient seems solid, m10 and swiftstride with 2+ and fireborn, most units wont like a charge from him. The main idea is to have a solid centre (Temple Guards) with good ranged damage (Slann and Spearbacks) and also the possibility to go for big points with fast cc threats (Warlord, Ancient, even Stygio sometimes). Few bad matchups. Stygio with magic is there because of channel and that his spells works good with the slanns. A lot of long range damage spells as well as strong combat buffs.
    "List 1"
    Cuatl, General, BSB, Protean Potentate, Breaker of Spells, Book of Arcane Power, Talisman of the Void
    Saurian Warlord on Raptor, Great Weapon w King Slayer enchantment, Death Cheater
    Caiman Ancient, Great Weapon, Raptor Spirit, Basalt Infusion
    3x15 Saurian Warriors, Mu, Std
    26 Temple Guards, FCG, Rending Banner
    2x2 Spearbacks
    5 Chameleons
    Stygiosaur, Mystic Traveller
    "List 2"
    Saurian Warlord on Alpha Carnosaur, General, Great Weapon, Starfall Shard
    Saurian Warlord on Alpha Carnosaur, Halberd
    Skink Priest, Druidism, Wizard Adept
    3x15 Saurian Warriors, Mu, Piranha Animal
    9 Caimans, Mu, Great Weapons
    Taurosaur, Engine of the Ancient
    2x3 Caiman


    2 very different lists, from the hyper aggressive monster mash to the shooty-magic backed by temple guard. Not sure either would have seen play under 1.3. Looking forward to seeing how they do on the battle field. Tomorrow we head south in search of more 2.0 lists.

    @Ipower & @Just_Flo
  • Ipower wrote:

    From the frozen north we descent to the, well also frozen, land of Bulgaria where @Ugly Death, who has been consistently scoring well for years at international events with his scaled minions, is building for 2.0.

    Ugly Death wrote:

    Here is the list I am experimenting with:

    Cuatl Lord, BSB, Triple March, Ancient plaque, Wellspring of Power, Ancient Knowledge
    Saurian Warlord, Spear, Shield, Heavy Armour, Spear of Dawn of Ages, Willow's ward
    Skink Priest druidism
    Stygiosaur, Mystic traveller
    Spearback
    2x Spearback
    Taurosaur with EOTG
    29 Temple Guard, FCG, rending banner
    15 Saurosa, Jaguars
    15 Saurosa, Jaguars
    15 Saurosa, Jaguars, Champ

    Heavy Infantry blocks with exceptional magic support. Range pressure comes from razordons and 4 magic missles (quite versatile). Slann and Warlord stick together in the mid with the Taurosaur. Flanks are protected normally by a core unit+ razordons, they pretty much make the opponent over-invest in that flank. The list is quite powerful, although TGs still die in droves against anything worth anything... Pressure the opponent with devastating magic and always favor defensive magic (regen, distracting, +WS) over offensive magic. If you got any more questions, although I feel the list is pretty self-explanatory, feel free to contact me.
    A slight change from his usual cowboy spam but similar enough to the list he took to the ETC this year. Good to see a warlord that knows how to walk on his own two legs! Tomorrow we are definitely going for some warmer weather when looking for lists.
  • Ipower wrote:

    So I promised a warmer land for you cold-blooded folk so from Spain we have the multifaceted list of @gundizalbo

    gundizalbo wrote:

    I am actually trying this list and works really good (the three are the same changing the path and some minor units). Choose any of them.

    *Saurian Ancients:*
    *-Cuatl Lord:*General, Evocation, Wellspring of Power, Unconquerable Will, Wand of Dabbler, Gravity Horn
    *-Skink Captain* Poisoned Javelin, Paired Weapon, Egg of Quetzal,
    *-Firstborn Veteran:* BSB, Heavy Armour, Spear with Blade of Power, Shield with Scutum, Lucky Charm,
    *-31 Saurian Warriors:* FCG, Crocodile Totem,
    *-16 Skink Braves:* Poisoned Javelin, Musician,
    *-28 Temple Guard:* FCG, Rending Banner,
    *-5 Raptor Riders:
    *-5 Chameleons:*
    *-5 Skink Hunters:*
    *-1 Salamander:*
    *-2x3 Ramphodon Riders:* Shield,
    *-Stygiosaur:* Wizard Upgrade,


    *Saurian Ancients:*
    *-Cuatl Lord:*General, Alchemy, Wellspring of Power, Unconquerable Will, Wand of Dabbler, Gravity Horn,
    *-Skink Captain* Poisoned Javelin, Paired Weapon, Egg of Quetzal,
    *-Firstborn Veteran:* BSB, Heavy Armour, Spear with Blade of Power, Shield with Willow's Ward, Lucky Charm,
    *-29 Saurian Warriors:* FCG, Crocodile Totem, Flaming Standard
    *-15 Skink Braves:* Poisoned Javelin, Musician,
    *-28 Temple Guard:* FCG, Rending Banner,
    *-5 Raptor Riders:*
    *-5 Chameleons:*
    *-5 Skink Hunters:*
    *-1 Salamander:*
    *-2x3 Ramphodon Riders:* Shield,
    *-Stygiosaur:* Wizard Upgrade,



    *Saurian Ancients:*
    *-Cuatl Lord:*General, Divination, Ancient Knowledge, Unconquerable Will, Book of Arcane Power, Gravity Horn,
    *-Skink Priest* Druidism,
    *-Skink Captain:* Paired Weapon,
    *-Firstborn Veteran:* BSB, Heavy Armour, Spear (Blade of Power), Shield with Willow's Ward, Lucky Charm
    *-30 Saurian Warriors:* FCG, Crocodile Totem,
    *-16 Skink Braves:* Poisoned Javelin, Musician
    *-28 Temple Guard:* FCG, Rending Banner,
    *-5 Raptor Riders:*
    *-5 Chameleons:*
    *-1 Salamander:*
    *-2x2 Spearbacks:*
    *-Stygiosaur:* Wizard Upgrade
    So we have three variations on the same theme, 2 big infantry blocks with a combat vet bsb on foot(when was the last time one of those saw the field?), supported by solid magic(using 3 out of our 4 lores and either channel 3 or 4) and some light shooting and fast combat elements. Feel free to prod any of the author for more details ;) .
    Tomorrow we take a trip to the meta of the reigning world champs of T9A to see how SA fare in the hot seat.

    @Ipower & @Just_Flo
  • As we creep closer to release we can feel the anticipation building. Only a couple of days to go! Today's list is from the home of the world champions Poland and from many time veteran of the polish etc team

    CrusaderPL wrote:

    .


    Brief explanation : Mage Lord either focused on missles or hurting armoured units. Although its not classic fast hard to catch lizzie army it has few solid points , 6 scoring units, few units to counter something that might hit infantry blocks and 3 skink chiefs for table control.

    Cuatl Lord
    banner armour piercing +1
    bsb
    trained from birth
    essence of free mind (fire/alchemy)

    Scar veteran
    raptor, Great weapon, living plates

    Skink CHief
    pterodactyl, shield, spear

    Skink CHief
    pterodactyl, shield, spear

    Skink CHief
    pterodactyl, shield, spear

    30 saurus
    fcg, spear, fear

    15 skinks
    music

    30 temple guard
    fcg + totem of mixoatl

    6 raptor
    music

    6 raptor
    music

    3 caiman
    Lots of scoring, a solid centre and magic, 3 skink captains on flying mounts and 2 units of saurus cav(despite not getting a redesign they seem to be a clear winner of 2.0). Tomorrow we head back north to the UK.
  • So with the UK masters coming fast as the first 2.0 event of the new year I've been thinking about lists. I've come up with two different variations one which emphasizes avoidance and msu and the other which focuses on points conservation and grinding out small to medium wins.

    Cuatl, 5 spells alchemy, +1 to cast and siphon, bsb
    Vet on raptor 1+/4++ gw
    Nike caiman ancient, gw, dragon helm
    3*20 javelin skinks, muso
    2*1 Salamander
    Spearback
    3*2 jungle swarms
    2*5 saurus cav
    3 stygiosaurs

    Other than the Cuatl nothing is worth many points, it's all fast and trades well. The list focuses on picking off support units while diverting and shooting the main blocks before going in for the kill turns 5/6. Very much a classic SA jungle warfare list.

    Safety hammer
    Cuatl alchemy, wellspring, bsb, dabbler, relentless
    Warlord on alpha, lightbringer halberd, starfall, steel charm
    druidism priest, jade staff
    3*20 javelin skinks,
    2*1 Salamander
    Spearback
    26 temple guard, fcg, mixotal
    Taurosaur with engine

    A wall of 3+/5++ hard target supported by plentiful shooting and magic. Alchemy and the carnosaur threaten heavy armour while the eternal threat of shoving 1+/4++ temple guard forward forces people to keep back.

    One final list tomorrow from the top SA scorer from this year's ETC. See you then.
  • Finally these spoilers have come to an end, while you wait for the release of the official book here is one final list from @Shinymetallass of Russia. Enjoy!

    Shinymetallass wrote:

    Caiman Ancient, Great Weapon, Basalt Plates, Jaguar Spirit - 330
    Skink Captain, BSB, Paired Weapons, Hero’s Blade, Taurosaur, Engine of the Ancients - 725
    Skink Priest (Druid) - 115
    Cuatl Lord, Ancient Knowledge, Book of Arcane Power - 630
    Skink Braves (18), Musician, Poisoned Javelin - 274
    Skink Braves (31), FCG, Caimans (3), Fire Banner - 628
    Skink Hunters (9), Blowpipe, Vanguard - 204
    Salamander - 160
    Spearback - 130
    Spearback - 130
    Temple Guard (19), FCG, Rending Banner - 621
    Stygiosaur - 275
    Stygiosaur - 275

    Totall - 4497
    I might have forgotten to remove something but oh well. Looking forward to seeing your reactions to the full book later today.

    @Ipower & @Just_Flo