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===Other=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Kroxigors-en.pdf Kroxigor]:''' (175pts; Min: 3; Conditional Battleline: Koatl's Claw armies; 18 to summon 3 Kroxigor) Good god did these guys hit the gym. Though they've gotten some shiny new scales, these guys haven't really changed all that much; four melee attacks with their mauls and/or hammer each at 2 damage (3 for the hammer) per smack will crack through all but the toughest of foes. If they hit. The coin-flip 4+ to hit does hamper their efficiency slightly, but when they target units of 10 infantry or more, each 6 to hit automatically generates an additional auto-hit against the targeted unit. Additionally, each Kroxigor gets 3 dice for their bite rolls, giving them pretty good odds at slapping their foes with some extra mortal wounds after all is said and done. They can still receive commands from Skink units wholly within 12" of them, so you should always bubble wrap them with the little guys to maximize their efficiency. *'''Kroxigor Warspawned:''' (185pts; Min: 3; Conditional Battleline: Koatl's Claw armies; 18 CPP to summon 3 Kroxigor Warspawned) A new Kroxigor variant, ironically rocking the more traditional crocodilian aesthetic Kroxigors were a bit more associated with. Even though they share a borderline identical statline to regular Kroxigor (only difference is they have one less attack but one better Rend), their differences lie in their abilities. Kroxigor Warspawned lose the sweeping potential regular Kroxigor have but in exchange gain a perpetually active -1 to enemy missile wound rolls against them. This is a major perk on a dedicated melee unit with a rather sluggish 5" movement that stands head and shoulders above its compatriots. Additionally, whenever a Skink model from a unit wholly within 12" dies, the Kroxigor Warspawned unit gets an additional attack. Considering you were already probably going to have a unit of Skinks tagging along for the Skink Guidance perk, it's safe to say it won't be hard to consistently benefit from this ability. In general, unless you're desperate to save points or don't plan on keeping any Skinks around your Kroxigor units at all, you should probably take Warspawned over regular Kroxigor if ''only'' for the extra defense against missile attacks and improved Rend. *'''Aggradon Lancers:''' (Saurus; 210pts; Min: 3; Conditional Battleline: {{W40kkeyword|Saurus}} General) Well, those archaic Cold Ones had to go extinct at some point. The bigger, meaner Aggradons took their spot on the food chain as the Sepharon's heavy cavalry choice and damn do these guys hit hard. And a lot. By default, between the Aggradon and the Saurus riding it, each model gets 6 attacks each right from the rip that reliably hit and wound on 3+ (4+ for the Saurus riders if they're using Spears). Unsurprisingly, the mount itself hits harder than the Saurus, with Rend -2 and a flat 2 damage a chomp, it can tear through opposing cavalry or infantry in short order. Then, if anything is left after the Aggradon and Saurus whetted their claws, things get interesting. At the end of every combat ''phase'', if any enemy models are within 3" of the Aggradon Lancers, the number of attacks the Aggradon mount gets increases by 1. This eventually caps at an additional 3 Bite and Talon attacks if they are able to consistently stay in combat for three combat phases straight; a whopping 18 attacks ''just'' for the raptors themselves. These extra attacks do reset back to 0 if the Aggradon Lancers end one combat phase more than 3" away from any enemies, but you can kick-start that rage factor with an Scar-Veteran on an Aggradon once per battle if needed. Plus, with 5 wounds apiece and a respectable 4+ save, these raptors can take a hit and come back hard. One of the most point-efficient units you can field, especially in a Coalesced force. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Riders-en.pdf Terradon Riders]:''' (Skinks; 90pts; Min:3; Max:12; 10 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make d6 attacks. Used as Flying Harassing Shooting and Objective Grabbing with its 16" of movement. NOTE: New battletome nerfed them hard but made them dirt-cheap too. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Riders-en.pdf Ripperdactyl Riders]:''' (Skinks; 80pts; Min:3; Max:12; 10 Summon points for a unit of 3) The other vicious flying one. New battletome cuts their damage output to roughly 1/3 of what it was, but also cuts their points cost nearly in half. They can make a lot of beak attacks, making 3 attacks that explode on 6 to hit and which once per battle rerolls hits when near an enemy near a materializing Bloat Toad. Six of these guys make for 18 (24 for Coalesced) beak attacks. If not using hero support, run multiple units of 3 to get more toads. 2 units of 3 isn't a bad mobile threat in Coalesced, and is cheap enough to throw away. Definitely not worth the time in Starborne. *'''Hunters of Huanchi (with Dartpipes):''' (Skinks; 135 pts; Min:5) Chameleon Skinks. These guys are just Chameleon Skinks. Like all other Skink infantry, these guys are squishy; a 6+ save won't protect these skirmish units from so much as an errant sneeze if they're actually caught in combat. Though, as you can surmise by their equipment, these guys should only ever be in melee if shit truly has hit the fan. With the ability to deploy in and out of reserve every turn, you can set these guys up on unguarded objectives or behind enemy lines to plink away at vulnerable/key elements of your opponent's forces before having them slip away. A range of 16" does leave the Hunters fairly vulnerable to a retaliatory charge if you have no screening units. Additionally, these guys will struggle against hard targets due to the complete lack of Rending their attacks have, even if the errant natural 6 to hit causes a Mortal Wound. The good news is that their Chameleonic skin makes them invisible to units more than 12" away from it or if the Hunters are fully in cover; a boon to their otherwise non-existent defensive abilities. Long story short, a squad of these guys can serve as a good [[DISTRACTION CARNIFEX|distraction]] that can pick up a little bit of value if handled right, but don't over-invest in these guys. Oh, and don't put them back into Reserve on turn 3 onwards, because they'll be considered as destroyed at the start of turn 4. *'''Hunters of Huanchi (with Starstone Bolas):''' (Skinks; 90pts; Min:5) Aggressive Chameleon Skinks with a preference for melee, something they're...mediocre at. They still have the same ability to pop into/out of reserve as the Dartpipe variant and are still considered invisible when 12" or more away from enemy models, granting them quite flexible engagement opportunities when positioned just right. Unfortunately, while they did get a 5+ save due to their bucklers, they are still woefully squishy models in a fairly small unit size for their price-point. Instead, they can get some pretty good value supporting other units; if a Starstone Bolas throw gets a natural 6 to hit, the enemy unit struck by the attack gets to "enjoy" a -1 to hit debuff on their attacks until the end of the subsequent combat phase. This can help your Hunters of Huanchi's survivability, sure, though this tends to be more valuable when used as a prelude to a more valuable unit's charge, such as some Kroxigor or Saurus Warriors. *'''Terrawings:''' (75pts, Min: 3) Cheap little fliers you field to sow chaos among your opponent's ranks. Once per turn during the shooting phase, they can attempt to shut down an enemy unit's ability to issue/receive commands until the end of the turn. Suffice to say, as an ability that relies on beating an opposing Bravery score using a 2d6 roll, this is far more effective against the rank and file than it is against units that tend to issue those commands. If you're fielding any Hunters of Huanchi and are having them enter the battlefield via reserves, you can have the Terrawings drop in with them if you so choose. In general, these guys aren't worth bringing against many foes (especially more elite armies); sure each one gets 4 attacks, though each attack is a coin flip with no rending while they themselves suffer from having a measly 6+ save and a mere 2 wounds apiece. *'''Raptadon Hunters:''' (Skinks; 150pts; Min:5; Conditional Battleline: Sotek's Fangs armies; 16 CPP to summon 5 Raptadon Hunters) New Skink cavalry, shooty flavor. Outside of the usual command group buffs, their only ability is being able to shoot at the end of your charging phase as long as they're not engaged in melee and only towards units that have been charged with success by a unit of Raptadon Chargers. *'''Raptadon Chargers:''' (Skinks; 150pts; Min:5; Conditional Battleline: Sotek's Fangs armies; 16 CPP to summon 5 Raptadon Chargers) New Skink cavalry, melee flavor. If you didn't guess from the line above, the two varieties of Raptadons are basically cooperating all day long: the spears wielded by these guys get a +1 to hit against whatever has been shot by a Raptadon Hunter in the same turn and deal double wounds if they're either controlling an objective or close to Arcane terrain.
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