Age of Sigmar/Tactics/Order/Seraphon: Difference between revisions
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{{Age of Sigmar Faction|Faction=Seraphon|Logo=Lizardy.jpeg|Alliance=Order| Lore=Lizardmen|Motto=Aztec dinosaurs riding bigger dinosaurs that shoot lasers and fuck shit up.}} | |||
Get on your dinosaur. We’re on a mission from [[Old Ones (Warhammer)|God]]. The Seraphon are here to enact the Great Plan across all the Realms. | |||
==Why Play Seraphon== | ==Why Play Seraphon== | ||
Because they are [[Lizardmen]] in AoS. Motherfucking mesoamerican dinosaur people riding motherfucking dinosaurs, what is not to love? | Because they are [[Lizardmen]] in AoS. [[Awesome|Motherfucking mesoamerican dinosaur people riding motherfucking dinosaurs]], what is not to love? | ||
Want more details?, fine: | Want more details?, fine: | ||
===Pros=== | |||
* They are [[Awesome|Aztec lizardmen riding dinosaurs]]. This trumps any other faction in AoS (including the [[Idoneth Deepkin|sea-monster-riding elven soul pirates]], the [[Kharadron Overlords|steampunk sky-pirate dorfs]] and the [[Daughters of Khaine|bikini-clad elf chick and monstergirl gladiators]]). | |||
* Since they survived so well the End of Times, they have 27 different units available; more than any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness and Skaven also survived really well). | |||
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, all dinostomp, with tons of leaders buffing all of them. Simply you have many options available to choose from. | |||
* They are [[Awesome|Aztec lizardmen riding dinosaurs]]. | * They are [[Awesome|Aztec lizardmen riding dinosaurs]]. | ||
* | * Excellent synergy. Your heroes will buff and buff [[your dudes]]. | ||
* Many big heroes can generate more CP for your Dino synergies. | |||
* Tons of bonuses for hitting rolls. If your hit roll is worse than 3+, you are doing something wrong. | |||
* They have the two most powerful, non-Monster keyword, wizards in the entire game: Lord Kroak is still around, being able to cast FOUR spells each hero phase while having extremely aggressive abilities, and the regular Slann is no slouch either | |||
* They are [[Awesome|Aztec lizardmen riding dinosaurs]]. | * They are [[Awesome|Aztec lizardmen riding dinosaurs]]. | ||
* | |||
* They have a strong community and a really passionate fanbase. It's fun to play a faction that has so much love behind it. | |||
* | |||
* With the advent of the 2020 Battletome, now we come in two tasty flavors! Do you like the idea of Seraphon being quite literally Order Daemons manifested into existence via Slann memories and/or a summoning/magic centered lizard army? Go Starborne. Do you prefer the idea of Seraphon starting to colonize the Realms and starting to make their very own mini-Lustrias wherever they settle with pure dinosaurian might? Go Coalesced. | |||
* | |||
* If you are a returning player from the by-gone days of WHFB, Coalesced will play very much like the Lizardmen of yore, which is a nice return to form if you were a fan of that lore/playstyle | |||
* Really easy to collect, thanks to having two really good Start Collecting! kits: One is worth a Carnosaur and gives you 12 Warriors and 8 Knights for free, the best deal in the entire GW range; and the other gifts you 12 Skinks, a Star Priest and a Terradon for buying a Bastiladon and other two Terras. All of these units go from really good to must haves in any army. | |||
* They are [[Awesome|Aztec lizardmen riding dinosaurs]]. | * They are [[Awesome|Aztec lizardmen riding dinosaurs]]. | ||
* From a modelist POV, this guys are a dream for custom painting: the Lizardmen are surprisingly easy to paint; shading is amazing. Given the lack of conventional heraldry (say, Khorne really likes red, or how many subfactions with specific colors have almost every other major faction), [[Awesome|painting them as you want is completely depending on your own imagination and liking]]. | |||
**2023 brought a ''much'' needed range refresh to the Seraphon. Saurus are bigger and badder than ever while Kroxigors are truly hulking behemoths they were meant to be. Say nothing of how intricate and ornate the Slann's palenquins have become. Though there are a few dated models left in the range, the whole of the Seraphon are set to be one of the best looking armies on the tabletop. | |||
* [[Awesome|Now we and only we have direct control over Predatory Endless Spells]]. Giving the middle... finger? claw? real hard to Teclis, Nagash and Tzeentch on this one. | |||
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]? | * Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]? | ||
===Cons=== | |||
None. They are [[Awesome|Aztec lizardmen riding dinosaurs]]. How in the actual fuck could they have a con. | |||
* Buuuut... no OP Summoning (unless you are Dracothion's Tail) and skink kiting. Now, this can also be a pro depending if you played against this army before when they could do this. | |||
* Your heroes are the glue that keeps your army together, only surpassed in this reliance by Death armies. This is a synergy dependent army, as most Seraphon units base warscrolls are fairly weak for their points cost | |||
* They, like their Sigmarine allies, really hate being on the receiving end of Mortal Wounds, as there's little they can do about it. | |||
* They don't make for the best-ranged army, even considering their binocular theropod vision. Yet again, is this Age of Charge-mar. | |||
* While having lots of bonuses for hit rolls, Seraphon doesn't have many ways to get re-rolls or increase wound rolls. Not much of a problem, since most units already wound on 3+ roll, but still. | |||
* <s>Most of the models are old, and there's some Finecrap/Failcast units too. Which gives them prehistoric flavour since they are [[Awesome|Aztec lizardmen riding dinosaurs]].</s> Fortunately, the 2023 range refresh helped address a ''lot'' of their fossilized models. Though there are still a couple antiquated units, it isn't nearly as bad as it used to be. Having said that, the range refresh did axe some of the older units from the 3.0 Battletome, meaning that the army currently has no Finecast models at all. (The Eternity Warden is still on the store for some reason when it's actually not playable anymore, but everything else has been either redone in plastic or removed) | |||
==Rulebooks== | |||
{{AOSRulebooks|tome=Seraphon (2023)|points=Battletome Seraphon (2023)}} | |||
==Allegiance Abilities== | ==Allegiance Abilities== | ||
===<span style="color:#00DDF3;">Battle Traits</span>=== | ===<span style="color:#00DDF3;">Battle Traits</span>=== | ||
If your army has a ''' | If your army has a {{AOSKeyword|SERAPHON}} allegiance and chooses to take the {{AOSKeyword|SERAPHON}} allegiance abilities, it has the following rules: | ||
*'''Warriors of the Stars and the Realms:''' You must pick if your entire army has The Coalesced or Starborne allegiance during list building. | |||
====The Coalesced ==== | |||
Some of the Starborne, due to magical fuckery, have now become the savage flesh and blood dinos we all know and love, colonizing the Mortal Realms and [[Awesome|making their very own mini-Lustrias wherever they land]]. They are territorial, with a focus on Saurus and MONSTERS and being a tough and ferocious melee army. | |||
*'''Coalesced Constellation:''' You may take only the Koatl's Claw or Thunder Lizard constellations. | |||
**'''Koatl's Claw:''' +1 to wound for any {{AOSKeyword|Saurus}} and Kroxigor units that charge. Focuses more on troop spam. | |||
**'''Thunder Lizard:''' {{AOSKeyword|Monster}} units can carry out two Monstrous Rampages per turn, which is incredible for the number of badass dinos you can field. | |||
*'''Predatory Fighters:''' +1 attack of jaw attacks made by {{AOSKeyword|Coalesced Saurus}} and Kroxigor units. While it's a shame that your big dinos get nothing from this, those are actual weapons aside from a mere token attack. | |||
*'''Scaly Skin:''' -1 damage inflicted for each successful attack against {{AOSKeyword|Coalesced Saurus, Monster}} and Kroxigor units. Just as tanky as you recall. | |||
*'''Beasts of the Dark Jungles:''' As you're focused on more of the dinos part of the Seraphon, you've got a bunch of new Monstrous Rampages. | |||
**''Gargantuan Jaws:'' {{AOSKeyword|Carnosaur}} only. Pick an enemy model within 3" and roll 1d6; if it's over the model's Wounds stat, it's insta-killed. | |||
**''Earthshaking Charge:'' {{AOSKeyword|Stegadon}} only. After charging, pick an enemy unit within 1" and roll a 1d6; on a 4+, the enemy is now stuck with Strikes Last for the turn. | |||
**''Odious Roar:'' {{AOSKeyword|Troglodon}} only. Roll a 1d6; on a 2+, it's stench aura gets buffed to 12". | |||
**''Bludgeoning Sweep:'' {{AOSKeyword|Bastiladon}} only. Pick a non-{{AOSKeyword|Monster}} enemy unit within 3" and roll 1d6; if this roll is less than the total number of models in the enemy unit, they suffer a number of MWs equal to the roll. Best saved for hordes of Clanrats and the like. | |||
====The Starborne==== | |||
The living...ish? memories Seraphon had been before 2020. They center on spamming mages and still a mobility faction with teleport and summoning in dinosaws shenanigans. | |||
*'''Starborne Constellation:''' May pick the Dracothian's Tail or Fangs of Sotek keyword and ability. | |||
**'''Dracothion's Tail:''' You can leave units in reserves, letting them deep-strike within 12" of one of your CPP generators and at least 9" of any enemies. | |||
**'''Fangs of Sotek:''' You can use the Redeploy command three times each enemy movement phase, with the first two being free if used on {{AOSKeyword|Starborne Skink}} units. | |||
*'''Lords of Space and Time:''' Your {{AOSKeyword|Starborne Slann}} gain two special reactions: | |||
**''Contemplation of the Ancient Ones:'' One of your Slann can swap out one spell from their exclusive lore to another one. | |||
**''Spatial Translocation:'' Pick one unit within 12" of the Slann. This unit can immediately redeploy anywhere at least 9" away from any enemies. | |||
*'''Cosmic Power''' There are two ways to generate Cosmic Power points: | |||
#In your hero phase, each {{AOSKeyword|Wizard}}, {{AOSKeyword|Astrolith Bearer}} and World Engine terrain piece generates 1 CPP. | |||
#You gain another point for each spell your wizards cast that isn't unbound. | |||
*You can then spend these CPP for various powers throughout the turn. | |||
**''Azure Light (5 CPP):'' You can resurrect d3 models from each unit with 1 or 2 wounds. Great for keeping your Saurus at full strength or to top off some Skinks. | |||
**''Protection of the Old Ones (10 CPP):'' Any friendly units benefiting from the Astrolith's Revivifying Energies get a 5++ Ward. | |||
**''Cleanse the Realms (15 CPP):'' Roll a d6 for each enemy unit within 12" of any of your CPP generators; On a 2+, they will suffer a number of mortal wounds equal to the roll provided, giving you something that can smash both monsters and mobs alike. | |||
**''Summon Seraphon:'' The emphasizing part of your Order-aligned Star-Daemons that are the Seraphon. By spending a number of CPP, you can summon various units as you wish. | |||
'''Summoning table''' | |||
Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units: | |||
* Excellent (exceptionally useful, you should always have it at hand) | |||
* Good (almost always useful, some time can be a suboptimal choice) | |||
* Suboptimal (can be useful, but it's situational; usually there are better choices) | |||
* Poor (bad unit to summon, useful only under exceptional circumstances) | |||
Seraphon unit --- Cost | |||
1 Engine of the Gods --- 30 (''Poor'') | |||
'' | 1 Stegadon --- 28 (''Good'') | ||
'' | 1 Bastiladon --- 24 (''Good'') | ||
3 Aggradon Lancers --- 22 | |||
10 Saurus Guard --- 22 | |||
10 Saurus Warriors --- 20 (''Suboptimal'') | |||
3 Kroxigor --- 18 (''Excellent'') | |||
3 Kroxigor Warspawned --- 18 | |||
5 Raptadon Chargers --- 16 | |||
5 Raptadon Hunters --- 16 | |||
1 Spawn of Chotec --- 16 | |||
5 Hunters of Huanchi with Dartpipes --- 12 | |||
3 Terradon Riders --- 12 (''Good'') | |||
3 Ripperdactyl Riders --- 10 (''Good'') | |||
5 Hunters of Huanchi with Starstone Bolas --- 10 | |||
3 Terrawings --- 8 | |||
10 Skinks --- 8 (''Good'') | |||
===<span style="color:#00DDF3;">Command Traits</span>=== | |||
<tabs> | |||
<tab name="Lords of the Temple-Cities"> | |||
{{AOSKeyword|Coalesced Slann}} only | |||
*'''Custodian of Divine Technologies:''' You can take three artifacts instead of one, but the extra two must be taken by the Slann. | |||
*''' | *'''Dominating Mind:''' 1/turn, the general can control one {{AOSKeyword|Coalesced Monster}} unit and roll 1d6; on a 2+, the control is successful and their melee weapons gain +1 to wound. This even works on mounted heroes, though the buff only works on the mount's attacks. | ||
*'''Master of the Material Plane:''' Gain two extra spells from the Lore of Ancient Domains. | |||
*'''Wrath of Aeons:''' Once per game, you can channel the anger of lizardkind, giving {{AOSKeyword|Saurus}} or Kroxigor units within 12" a bonus attack on their melee weapons. | |||
</tab> | |||
<tab name="Savage Commanders"> | |||
{{AOSKeyword|Coalesced Saurus}} only | |||
*''' | *'''Prime Warbeast:''' Mounted general only. The mount gains a token extra attack. | ||
*'''Thickly-Scaled Hide:''' +1 to saves, which means a lot for tanky monsters. | |||
*'''Vengeful Defender:''' When the general is on your DZ, it and up to two {{AOSKeyword|Saurus}} or Kroxigor units within 12" can make an immediate move during the Hero phase. | |||
</tab> | |||
<tab name="Starmaster Disciplines"> | |||
{{AOSKeyword|Starborne Slann}} only | |||
*''' | *'''Arcane Might:''' The general can control up to THREE endless spells, with any endless spells they summon getting double the spawning range. | ||
*'''Higher State of Consciousness:''' The general ignores ''all'' modifiers to their saves. | |||
*'''Lord of Celestial Resonance:''' The general gains 2 CPP any time they cast a spell that isn't unbound, unbind an enemy spell, or dispel an endless spell. | |||
*'''Vast Intellect:''' Gain two new spells from the Lore of Celestial Domination. | |||
</tab> | |||
<tab name="Celestial Attendants"> | |||
{{AOSKeyword|Starborne Skink}} only | |||
*''' | *'''Master of Star Rituals:''' {{AOSKeyword|Wizard}} only. This general knows all spells from the Lore of Celestial Manipulation. | ||
* | *'''Nimble Warleader:''' {{AOSKeyword|Skink}} units within 18" can roll 2d6 whenever they Run rather than the standard d6. | ||
*'''Shrewd Strategist:''' 1/game, pick one friendly unit within 18" of the general. They can immediately charge an enemy within 12" so long as they're not within 3" of any other enemies. | |||
</tab> | |||
</tabs> | |||
===<span style="color:#00DDF3;">Artifacts of Power</span>=== | |||
One {{AOSKeyword|HERO}} in your army (+1 per additional warscroll battalion) may take a relic from the following tables: | |||
= | <tabs> | ||
<tab name="Relics of the Warrior"> | |||
{{AOSKeyword|Coalesced Saurus}} only | |||
*''' | *'''Blade of Realities:''' One of the bearer's melee weapons improves its Rend and Damage by 1. | ||
*'''Bloodrage Pendate:''' All melee weapons gain +1 attack. If the bearer takes an amount of damage equal to or greater than its half its total wounds, they only take 2 wounds, making it more useful for footslogging Sunbloods. | |||
*'''Sotek's Gaze:''' Enemy units with 1 or 2 Wounds cannot contest objectives while within 6" of the bearer, making it excellent for a hero who wants to deny objectives. | |||
</tab> | |||
<tab name="Treasures of the Temple-Cities"> | |||
{{AOSKeyword|Coalesced Slann}} only | |||
*''' | *'''Coatl Familiar:''' 1/battle, you can spend your familiar to give the bearer the ability to cast an additional spell from the Lore of Ancient Domains. | ||
*'''Crystalline Skull:''' Whenever the bearer casts a spell that isn't unbound, the skull gains a charge. Once per battle, you can break the skull, targeting an enemy within 12" and rolling a number of d6 equal to the total number of charges and dealing a MW for each 3+. | |||
*'''Itxi Grubs:''' The bearer heals a wound each turn. In addition, they can choose to re-roll either a casting roll, a dispel roll or an unbind roll. | |||
*'''Palanquin of the Lost Gods:''' This fancy chair gives +1 wound and +4" Movement. | |||
</tab> | |||
<tab name="Vestments of the Priesthood"> | |||
{{AOSKeyword|Starborne Skink}} only | |||
*''' | *'''Cloak of Feathers:''' Non-{{AOSKeyword|Monster}} hero only. The bearer gains +4" to Movement and {{AOSKeyword|Fly}} while enemy attacks suffer -1 to hit this flappy lizard. | ||
*'''Incandescent Rectrices:''' The bearer recovers d3 wounds each turn. Better saved on mounted heroes, where they're not so pressed to either make those heals or die from a lack of recoveries. | |||
*'''Sacred Stegadon Helm:''' +1 to saves. When the bearer charges, you also get +1 to the damage with any melee weapons. Stegadons and Bastilodons take note. | |||
</tab> | |||
<tab name="Treasures of the Old Ones"> | |||
{{AOSKeyword|Starborne Slann}} only | |||
*''' | *'''Prism of Amyntok:''' 1/game, pick an enemy within 12" and roll a d6. On a 2+, the enemy suffers a number of MWs equal to the roll. | ||
*'''Relocation Orb:''' At the end of one phase each game, the bearer can immediately redeploy anywhere within 12" of a CPP collector and at least 9" away from an enemy. | |||
*'''Spacefolder's Stave:''' Once per turn at the end of the movement phase, they can take actions to allow any summoned units to arrive at least 7" away from any enemies instead of the usual 9". | |||
*'''Zoetic Dial:''' Secretly pick one round after the first. On that round, the bearer recovers all wounds and adds +1 to all save checks they make on this round. | |||
</tab> | |||
</tabs> | |||
===<span style="color:#00DDF3;">Seraphon Spell Lore</span>=== | |||
====Lore of Celestial Domination==== | |||
'''STARBORNE SLANN''' only: | |||
#'''Comet's Call:''' CV7, pick D3 enemy units (D6 if the casting roll was 10+), each of them takes D3 mortal wounds. | |||
#'''Tepok's Beneficence:''' CV5, pick a visible friendly '''SKINK''' unit within 18". Every attack aimed at that unit has -1 to wound until your next Hero phase. | |||
#'''Drain Magic:''' CV6, you get +1 to dispels and the opponent gets -1 to dispel for the whole phase. | |||
#'''Mystical Unforging:''' CV8, pick 1 visible enemy unit within 12". All their weapons have no Rend until your next Hero phase. | |||
#'''Stellar Tempest:''' CV8, pick 1 visible enemy unit within 24" , roll a die for each model in that unit, 5+ causes 1 mortal wound. Amazing anti-horde spell, should be your first choice as it compliments Comet's Call nicely. | |||
====Lore of Celestial Manipulation==== | |||
'''STARBORNE SKINK''' only: | |||
#'''Cosmic Crush:''' CV7, pick a visible enemy unit within 12", roll a D6 for each model in that unit, they take a mortal wound on a roll equal to their save roll. | |||
#'''Celestial Harmony:''' CV5, pick a visible friendly unit wholly within 18", that unit has Courage 10. If the casting roll is 10 or more, pick all friendly units within 18". Not bad if running skink hordes, since Starborne doesn't give Courage 10 automatically to everyone. | |||
#'''Speed of Huanchi:''' CV6, pick a visible friendly '''SKINK''' (but not '''MONSTER''') or '''KROXIGOR''' unit wholly within 18", that unit gets a free movement. | |||
====Lore of Ancient Domains==== | |||
'''COALESCED SLANN''' only: | |||
#'''The Earth Trembles:''' CV8, draw a line that goes from the caster to any of the field's corners, then roll a die for every enemy unit under the line. They take D3 mortal wounds on a 4+. | |||
#'''Empowered Celestite:''' CV7, pick a visible friendly '''SAURUS''' unit wholly within 18", their Celestite weapons get +1 rend until next Hero phase. | |||
#'''Drain Magic:''' Same as above. | |||
#'''Itzi's Invigoration:''' CV6, pick a visible friendly '''MONSTER''' wholly within 12", it uses the top line of the damage table indipendently from its current wounds until next Hero phase. | |||
#'''Telepathic Summons:''' CV6, pick a visible friendly '''SAURUS''' (but not '''MONSTER''') unit within 9", it's removed and redeployed (always within 9" from the caster). | |||
== | ====Lore of Primal Jungles==== | ||
'''COALESCED SKINK''' only: | |||
#'''Light of Chotec:''' CV7, pick a visible friendly model wholly within 12". Roll a die for each wound it took; each 5+ heals a wound. | |||
#'''Heavenly Frenzy:''' CV7, pick a visible friendly unit wholly within 18", it can run and charge this turn. | |||
#'''Tide of Serpents:''' CV7, pick one enemy unit within 15". Roll a die for each model in the unit; each 5+ causes a mortal wound. Stellar Tempest with a little more than half range. | |||
*''' | ==Warscrolls== | ||
===Heroes=== | |||
====Slann==== | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/8_BR_Kragnos_Warscroll_Lord_Kroak_ENG_2021.pdf Lord Kroak]:''' (Slann; Unique; 395pts) With 18 wounds and a 4+ save, Kroak is nothing if not durable. He has lost his original 4+ ward save, but retains a suite of excellent abilities. He can cast through Skink Wizards and Oracles as before. His melee attack now rolls for every enemy model within 3", with Monsters counting as 5 models, and deals a mortal wound for every 5+ roll. A considerable defensive buff by being able to effectively heal all damage each turn(as befitting such a massive new model like he now has). However, this comes with the condition that any roll of 3d6+any wounds suffered on that phase must roll below 20. In this way, it makes him a bit swingy to keep around, especially on a bad turn. He rolls 3 dice for the 4+ command points. He has +2 to all four of his casting and dispelling, also his dispelling covers the '''ENTIRE BOARD'''. He has a 12 inch D3 mortal spell he can cast 4 times, and now the casting roll is a fixed 7 instead of increasing every time. | |||
**His role is very different now, but when he works your opponent will cry. You may have to cry too, however, because with 18 wounds, The Kroaknado is officially dead. | |||
*''' | *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Slann-Starmaster-en.pdf Slann Starmaster]:'''(Slann, 275pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from "hey, they are pretty good, give 'em a chance" to "you are playing this game wrong if you don't have one". Having powerful battle traits backed up with a choice of strong command traits, expect to see this guy everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, CA gives one fellow Seraphon unit the ability to fly and add 1 to saves in the Shooting Phase, Now Slann's unique spells are a +1 to casting to everyone else and a 4+ Feel no Pain, has Masters of Order (universal unbind and +1 to casting, unbinding and dispelling rolls) and Impeccable Foresight (2d6, 4+ in Slann's case). He is still able to cast spells, through SKINK WIZARDS within 12" of him and through ORACLE ANYWHERE on the battlefield, measuring the distance from them. | ||
**New Kroak has left the way open to smaller Slann assuming his old role of reliable back-line spell anchor. To get a good level of protection for a Slann, you should to spend at least 100 points on 5 Guard. They are good, and with 7 wounds, they fit on a Baleful Vortex. Kroaknado is dead, long live the Slannado! | |||
*''' | ====Saurus==== | ||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Cold-One-en.pdf Scar-Veteran on Aggradon]:''' (Saurus, 175pts): Leader of the Saurus Cavalry. As a Scar-Veteran, he's a professional killing machine. His mount, the newly-bred Aggradon, is a natural-born killing machine. Combined, these two make for an efficient and reasonably priced beat-stick that can chew through infantry and other heroes. Additionally, the new Primal Rage ability granted to Aggradon units increases the number of Bite and Talon attacks based on the number of combat phases it has spent within 3" of an enemy model, capping at 3. This means that, by the end of your second combat phase, your Aggradon will be doling out 6 attacks that have 2 damage and -2 rend while the Scar Veteran is swinging in for an additional 4/5 attacks also dealing 2 damage at -2/-1 rend (For the Spear/Club, respectively). Additionally, once per battle, the Scar-Veteran can manually increase the rage score of all Aggradon units wholly within 18" of him, letting them kick-start all nearby raptors into a feeding frenzy. | |||
*''' | *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Carnosaur-en.pdf Scar-Veteran on Carnosaur]:''' (Saurus, Behemoth, 255pts): This guy may as well be the mascot of the Sepharon, for few things better represent them than a mighty Aztec lizardman riding a dinosaur into battle. This is the most offensive variant of your two Carnosaur riders, though aside one unique ability and weapon profile, the two are basically identical. At the end of a combat phase, the Carnosaur the Scar-Veteran is riding gets to roll one die equal to the number of wounds inflicted to an enemy unit within 1" of it. Every 5+ results in an additional mortal wound to the target unit. Paired with the frankly monstrous damage profiles of the Carnosaur's Massive Jaws and forelimbs, there's little that this monster can't handle in a straight up fight. | ||
*''' | *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-en.pdf Saurus Oldblood]''' ''on Foot:'' (Saurus, 135pts): Your cheapest Saurus hero serves mainly as a force multiplier for nearby Saurus Warriors and Saurus Guard. While he's not necessarily a slouch in melee himself, the main benefit he brings to the table is his ability to coax a unit of Warriors or Guard (that has yet to fight that turn) to fight immediately before or after him during the combat phase. He can also enhance the All-Out Attack command to add 1 to their wound rolls (which admittedly, Saurus Warriors wounding on a 2+ is not a bad deal by any stretch). If he's by his lonesome, however, he's not going to be winning any Hero-of-the-Year awards. If you take him, make sure you bring a cadre of Saurus to keep close at all times. | ||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-on-Carnosaur-en.pdf Saurus Oldblood on Carnosaur]:''' (Saurus, Behemoth, 285pts): 30 points more than a Scar-Veteran on a Carnosaur grants the Oldblood an 18" ranged shot as well as the ability to issue the same command twice in the same command phase, with the second command not costing any extra command points. The ranged blast is kinda swingy, with d6 shots hitting and wounding on 3+. Not the most efficient of ranged weapons, but if you're bringing a Carnosaur to hang back and shoot, you're playing the wrong faction. This monster still brings all the primal fury of a T-Rex to bear in melee and will match a Scar-Veteran Carnosaur swipe for swipe in battle. Still, unless you plan on abusing his command ability, you'd probably be better off just sparing a few points by sticking to the Scar-Veteran. | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Astrolith-Bearer-en.pdf Saurus Astrolith Bearer]:''' (Saurus, Totem, 140pts) A Scar-Veteran with a totem. It allows any Seraphon wholly within 12" to ignore wounds or mortal wounds on a roll of 6 and gives +1 to casting spells and +6" to spell ranges which are all extremely desirable abilities. As if that wasn't enough, these guys can also be used as a focal point for celestial summoning. Usually, you have to summon units close to your Slann, but if you have an Astrolith bearer you can also summon units near the Astrolith bearer. | |||
== | ====Skinks==== | ||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starseer-en.pdf Skink Starseer]:''' (Skink; Wizard; 150pts) The new generic [[Tetto'eko]]. After years of being just a Skink sitting on a palanquin with you no real competitive or even casual usage, he finally can do something. Has a once-per-battle ability that allows you to a number of dice equal to the current battle round and for every 2+ you can give a 5+ protection, while the exclusive spell cancels any kind of protection roll for an enemy unit within 12" in the turn. | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starpriest-en.pdf Skink Starpriest]:''' (Skink; Wizard; 130pts) When Age of Sigmar was first released, Tetto'Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon's unremarkable, but he has two abilities: His staff, which can give any nearby Seraphon unit to deal mortal wounds on unmodified wound rolls of 6 (yes, this affects ranged weapons), and his special spell, which can reduce the hit rolls of an enemy unit by 1. Amazing buff givers to any unit that can generate a lot of hits (Knights, Skink Hordes, Ripperdactyls). | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/ENG_The_Starblood_Stalkers_Combined.pdf Kixi-Taka and the Starblood Stalkers]''' (Skink; Priest; Coalesced; 290pts) The Starblood Stalkers, for the points are roughly the same cost as a Starpriest and an Oldblood on foot you get a Skink priest, an Oldblood on foot, and four Skinks. Unfortunately the main reason to take an Oldblood on foot is its command ability, which Klak-Troq lacks. | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Chief-en.pdf Terradon Chief]:''' (Skink; 110pts) Squishy Terradon hero. Makes friendly Terradon drop rocks on 2+ instead of 4+ once per battle. | |||
** [[Tiktaq'to]] and Zwup live on! | |||
** Does NOT have rocks himself in the rules, unless that was an oversight on GW's part. | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Chief-en.pdf Ripperdactyl Chiefs]:''' (Skink; 110pt) Same as above but on Ripperdactyl. Increases friendly Ripperdactyl jaw attacks by 1. This ability is restricted to once per battle, but is their best support option since he can actually keep up with those units. Only 10 point less than 3 more Rippers though, and hard to get 1 model instead of 3... | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Skink chief on Stegadon]:''' (Skink; Behemoth; 330pts) Same as Stegadon, but also a Hero. Receives some more attacks with Warspear and can do a command for free towards other Skinks each turn. | |||
** In Thunder Lizard, this guy can become a literal 1-man army. Buff stacking on this character can result in the single highest damage build we have access to, even more than a similarly stacked Carnosaur! Prime Warbeast + ThunderQuake + Great Drake + using his CA on himself results in 28 melee attacks, most of which do 2 or more damage. On top of that, his bow is at 4 shots with 3 damage each, or the flamethrower gets an entire 2nd round of shooting! 20 models in range? heres 40 dice every 5+ is a mortal wound. And then [[Overkill|charge for the whole round of attacking after that]]. Add a Cloak of Feathers on top so he can fly and is -1 to be hit. Move over Archaon, the Skink Chief is here! | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Oracle-on-Troglodon-en.pdf Skink Oracle on Troglodon]:''' (Skink; Oracle; Behemoth; 270pt) No longer the loser it was in WFB. This blind Spinosaurus has the ability to use both range and melee decently. Its Skink Oracle rider is now a fully-fledged WIZARD and can draw upon Slann powers, receiving the Comet's Call spell, unlimited unbind range and +1 to rolls for casts, dispels and unbind attempts! It can be hilariously fast since its ranged attack gives it a reroll charge distance. It gets a bunch of decent attacks in melee and causes enemies within 3" to became unable to get Inspiring Presence. On top of that, it seems that now GW uses the word "'''Trog'''" as a synonym for "''regeneration''", [[Awesome|since now this mofo can heal D3 wounds per turn]]. It can be fun to watch these bifid-tail fellows snowballing out of control if your enemy somehow let them unchecked. Cool sculpt; jack of all trades, master of none tho, it might have used here and there, especially in starborne summoning lists. Also is Kroak's new best friend since he can cast Celestial Deliverance through it. What you can't take away from him is being a somewhat tanky Slann range extender that won't mind being in melee. | |||
===Battleline=== | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skinks-en.pdf Skinks]:''' (Conditional batteline: Seraphon army; Skinks; 85pts; Min:10; Max:40; 8 CPP to summon 10 Skinks) Your bare-basic Skinks will generally serve as fodder; A paltry 6+ save (5+ if armed with shields) and a wound apiece means a stiff breeze will more than guarantee at least a few casualties in your Skink cohort. Their individual combat abilities are scarce better; 1 attack apiece (2 for the Moonstone Clubs) that hit only on 4+ and wound on 5+ (4+ for the clubs again) make it clear these guys aren't going to be out competing Saurus anytime soon. So why bring them? Well, they're dirt cheap for a start. 85 points for 10 models will let you get some bodies on the table if only to help screen your more important units that will be doing the heavy lifting. They're also blisteringly fast for infantry; a movement of 8" with the ability to roll 2 dice and pick the best result whenever they run or get Redeployed will let them snag objectives nice and early. From there, they can usually hold long enough for your Saurus to come secure the position if needed or swiftly move in to harass as needed. If you bring Kroxigor Warspawned, you should definitely have some Skinks keep close to them. | |||
**These guys tend to get much better value in Starborne lists, where their cowardly Bravery of 5 is replaced by the army-wide 10. Between that and being fairly cheap units to summon in with CPP, it's simply easier to get more bodies on the field and get more out of them when they suffer from casualties. | |||
** The standard box comes with the pieces to build 24 Skinks and the SC! set comes with 12. Two boxes and the start collecting gives you an even 60 which is a solid number for skink focused lists. (40 + 2x10) | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Warriors-en.pdf Saurus Warriors]:''' (Battleline; Saurus; 200pts; Min:10; Max:40; 20 CPP to summon 10 Warriors) Your staunch wall of scale and spears. Though their point cost has doubled since last edition, they received an extra wound each and the benefit of a +1 to their save while contesting objectives or while they're within your territory. To that end, combined with their 8 Bravery, these guys will hold the line better than ever. This did come at the cost of their prior ability to gain +1 to hit while over 15 models in their unit, however. This isn't really an issue for units armed with Celestite Clubs, though depending on the support available and number of models you've kitted out a unit with, the Celestite Spears offer better DPR due to their 2" attack range despite hitting on 4's. Having said this, and considering their plodding 5" movement, it's really not their job to rush down your opponent's forces. These guys are designed to pick a point and hold it. So long as tell them to, hold it they shall. | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Guard-en.pdf Saurus Guards]:''' (Conditional battline: Seraphon army; Saurus; 130pts; Min:5; Max:20; 22 CPP to summon 10 Guard) Unfortunately skipped over for the recent range refresh. A pity, as these guys ''really'' show their age when standing next to the new and improved Saurus Warriors. Functionally, these guys are Saurus Warriors+ as they have a 3+ save independent of battlefield conditions and a consistent 3+ to hit with their 2" Celestite Polearms. The main purpose of these scaled bodyguards is to accompany and protect non-{{W40kkeyword|Monster}} Seraphon Hero characters. Whenever such a {{W40kkeyword|Seraphon Hero}} takes a regular or mortal wound and a unit of Saurus Guards is within 3" of them, these guys can sponge it instead on a roll of 3+. Useful if you have them accompany an OldBlood (on foot or Aggradon) as an elite hit squad, though in all honesty these guys are better suited to protecting your Slann casters, for obvious reasons. Due to their price point, you may want to avoid splurging on these guys in lower point games. | |||
**Did some play testing, these guys actually are better in starborne detachment than coalesced. They cannot be brought back in coalesced and get situational buffs, while starborne just keeps popping more out. A battalion that isn't a super battalion for these guys would be nice though. In certain situations/games, Saurus may be a better option than these guys (see Saurus entry above). | |||
**Astonishingly enough, no one has mentioned the combination of these guys and Lord Kroak. The combination of a 15-man unit of Guard alongside LK makes him damn near unkillable. Set this up and run down the middle of the board and watch your opponent fucking weep. | |||
=== | ===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. | |||
===Artillery=== | |||
*'''Spawn of Chotec:''' (125pts, Single) Your Salamander Hunting Pack has since been rechristened as the Spawn of Chotec, it's handlers now known as Sun Acolytes. And, weirdly classified as Artillery now for some reason. For all intents and purposes, those Skinks are really just there for flavor... and a few pitiful jabs with their Celestite Goads if something gets a little to close and personal. Otherwise, they're all simply considered one model as far as damage assignment goes; one dies they all die. As far as an artillery piece is concerned, it... could be better. But as a general combat and ranged monster it's pretty solid. It's longest range shot (Glob of Flame Acid) is a coin-flip if it hits or not, though if it hits it'll hurt. Wounding on a 2+, with Rend -2 and d6 damage, this thing can punch holes in larger targets. Additionally, if it does hit, the unit struck by the acid further subtracts 1 from all future saves for the rest of the turn; quite literally softening it up further for other attackers to potentially finish off. With only a single shot, it's not ideal for dealing with infantry, but that's where the second breath weapon comes in. The half-range shot (Stream of Fire) is your crowd control tool that all but auto-hits; a 2+ to hit that wounds on 3+ with a number of attacks equal to the number of models in the target unit (capping out at 10) will roast most foot soldiers alive in their armor. What's better, is that it maintains the same Rend -2 as the Glob shot, pretty much ensuring any non-elite infantry will perish in a wave of flame. Despite it's propensity for ranged fire attacks, it can handle itself pretty well in combat should anyone attempt to tie it up, though you should probably keep your distance where you can. | |||
===Behemoth=== | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Stegadon]:''' (Conditional Battleline: Thunder Lizards army; Skink; Behemoth; 300pts; 28 Summon points) A monster triceratops that buffs skinks and aren't too shabby in combat itself. Unlike the Carnosaur, the Stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount. Either take a Giant bow (24"/3A/3+/3+/-1/3) or Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they're now flamethrowers, and instead of making an attack, you have to throw dice for every model in the targeted unit that is in range. On 5+ it suffers a mortal wound. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that's a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1" after charging. On a 2+, it takes D3 mortal wounds. This works better than the last iteration. And really, what's more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing. Also also, this guy now gains +1 to the save rolls if against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes and monsters hunters. | |||
**Note, however, that you have to be more than 3" from enemy units unless you are in close combat. This reduces the effective range to mere 5". The lores have two spells with similar effects, which makes bow loadout a little more appealing. | |||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Engine-of-the-Gods-en.pdf Engine of the Gods]:''' (Skink; Behemoth; Totem; 300pts; 30 Summon points) No more a hero, no more a priest, no more buffed by Slaans, still able to do stuff. First, he's now able to do the mortal wounds on charging like regular Steggies. Second, his main effect now allows you to either pick one of four skills that activate on a 2D6 roll or accumulate extra dice rolls to increase the chances of activating one of the skills when it's due time: | |||
** '''Healing Light:''' 7+ roll, heals D3 wounds to every friendly unit within 6". | |||
** '''Cerulean Energy Bolts:''' 9+ roll, pick a visible enemy unit within 24" and roll a number of die equal to the resulting roll. They take a mortal wound for each 4+ roll. If misses, you take a mortal wound. | |||
** '''Time Slows Down:''' 11+ roll, all friendly units within 6" attack first during this turn's combat phase. If misses, you take D3 mortal wounds. | |||
** '''Starlight Summons:''' 13+ roll, summon either 10 Saurus Warriors or 20 Skinks. If misses, you take 3 mortal wounds. | |||
It | *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Bastiladon-en.pdf Bastiladon]:''' (Skink; Behemoth; 200/265pts; 24 Summon points) OH BOY, this dinosaur got some major tweaking. Some buffs and some nerfs. Just like the glass being half empty or half full, if it was nerfed or buffed, it depends on the eye of the beholder. [[Meme|Some might argue that these changes are perfectly balanced, as all things should be]]. A crazy tanky ankylosaur monster. [[Awesome|It has a GIANT CRYSTAL POWERED LASER on its back or can send out snakes for mortal wounds]]. However, this is a ranged beast. 24" range, 3 attacks with -3 rend that do 3 damage? Now they also got 2 extra wounds by default (for a total of 12 wounds). The damage table is gone compared to last edition, which brings some more nerfs and buffs: now it's save is a fixed 2+, while the two weapon options's number of attacks are fixed with the Solar Engine getting 3 shots and the Ark of Sotek getting 20 hits. Engine Bastiladon also costs 65 points more than Ark Bastiladon now. | ||
=== | ===Scenery=== | ||
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Realmshaper-Engine-en.pdf Realmshaper Engine]:''' The big pyramid got a rework for 3rd edition, now with different abilities depending on what kind of army you're playing. | |||
** '''Starborne Realmshaper Engine:''' Same as the old edition. During a Hero phase, if at least one Seraphon wizard is within 3" from the Engine, you can select one terrain setpiece on the field. Roll a d6 for each enemy unit within 3" of the setpiece, adding +2 if this is all within 18" of the engine and subtracting 2 if the setpiece is beyond 36" of the engine; on a 4+, the unit suffers D3 mortal wounds. | |||
** '''Coalesced Realmshaper Engine:''' Every Saurus and Kroxigor unit within 12" from the Engine gets one extra dice roll to their bite attacks, while Monsters within 12" use their full power stats independently from how many wounds they currently have. | |||
===Endless Spells=== | |||
<s>Worth mentioning. We didn't really get any exclusive spells/summons like the other re-released armies, but now have access to Bound Endless Spells which [[Just as planned|can only be controlled by us]]. The enemy will no longer send our Purple Suns back to us. | |||
These spells are known as BOUND >Malign Portents Endless Spell Goes Here<, and cost 10 points more than the regular Endless Spells and do not get bonuses for matching realm. HOWEVER the benefits are not limited to predatory spells. Because the spells have a different name than their Malign Portents counterpart, you are allowed to take both versions in a single list. Kroaknado and Skinknado? sure. Double Chronomantic Cogs? Absolutely. Cover the board in shackles? Why not? The board is yours to control.</s> Nope, doesn't happen anymore. | |||
==Battalions== | |||
Can be used only in Narrative/Path to Glory games. | |||
These are divided into two sections, depending on whether you take your army as Starborne or Coalesced. Starborne gets Eternal Starhosts, while Coalesced gets Eternal Temple-hosts. | |||
*'''Eternal Starhosts:''' As long as at least one of these battalions is on field, once per battle you can give to all units that are part of the battalion +1 Rend as long as they're within 12" to any Cosmic node. | |||
**'''Starborne Guardians of Eternity:''' A Slann Starmaster, an Astrolith Bearer, 1-5 Skink wizards and 1-3 Saurus Guard units. | |||
**'''Sunclaw Starhost:''' A Saurus Oldblood (foot or Carnosaur) and three units of Saurus Warriors. | |||
**'''Firelance Starhost:''' A '''Scar-Veteran''' (Carnosaur or Aggradon) and three units of Aggradon Lancers. | |||
**'''Shadowstrike Starhost:''' A Skink Starpriest, 0-1 Skink Chief (Terradon or Ripperdactyl), 3 non-Hero and non-Stegadon Skink units in any combination and 0-1 Terrawing units. | |||
**'''Thunderquake Starhost:''' A Stegadon Chief, 2 Stegadons or Bastiladons in any combinations, 0-2 Kroxigor units, 0-1 Engine of the Gods and 0-1 Spawn of Chotec. | |||
* | *'''Eternal Temple-hosts:''' Everyone gets +1 to run and charge rolls. | ||
* 1 | **'''Coalesced Guardians of Eternity:''' A Slann Starmaster, 0-2 Astrolith Bearers, 1-5 Skink wizards and 1-3 Saurus Guard units. | ||
* | **'''Sunclaw Temple-host:''' A Saurus Oldblood (foot or Carnosaur) and three units of Saurus Warriors. | ||
**'''Firelance Temple-host:''' A '''Scar-Veteran''' (Carnosaur or Aggradon) and three units of Aggradon Lancers. | |||
**'''Shadowstrike Temple-host:''' A Skink Starpriest, 0-1 Skink Chief (Terradon or Ripperdactyl) and 3 non-Hero and non-Stegadon Skink units in any combination. | |||
**'''Thunderquake Temple-host:''' A Stegadon Chief, 2 Stegadons or Bastiladons in any combinations, 0-2 Kroxigor units, 0-1 Engine of the Gods and 0-1 Spawn of Chotec. | |||
== Core Battalion == | |||
The one that can be actually used in matched play. | |||
* '''Thunderquake:''' (Slayers, Swift) A Stegadon Chief, 2 Stegadons or Bastiladons in any combinations, 0-2 Kroxigor units, 0-1 Engine of the Gods and 0-1 Spawn of Chotec. | |||
==Army Building== | |||
===Start Collecting!=== | |||
Arguably the best way to start your army is to get two Start Collecting! boxes. With the advent of now having to choose from both Skinks and Saurus units, now we have some of the best ways to make an army faster and having welcome discounts for buying all the models compared as buying them on their own. | |||
Really, that easy. 2 Saurus Warriors units, 3 Saurus Knights units and an extra Knight that can be converted to a Scar-Veteran on Cold One, and two Carnos/Trog as you want, and 4 extra Warriors that can be used as summoning fodder or conversion material. Also if you're willing to field some cheeky conversions, there's a [http://www.lustria-online.com/threads/getting-the-most-from-your-start-collecting-seraphon-box.20560/ useful post] at Lustria Online that details how to really pimp this kit far beyond GW ever intended, squeezing out a solid 800+ points per box. | |||
You could simply buy more Start Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latest editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent. | |||
'''NEW FOR THE NEW BATTLETOME: START COLLECTING! SKINKS!''' 12 nimble mini-lizards, with 3 flying cavalry models, who you can use as objective grabbers or dive bombers, given their high movement, a Bastie, which means you get a Bastie, and a Starpriest, which means you get a Starpriest. | |||
The point here is to share and <s>pillage, and steal</s> collaborate ideas to build an army on the shape, but you should think about playing what you like the most (as always, fun is first, as long as you don't act like [[That Guy]]). Also, we'll try to suggest you easy ways to get a strong force while trying to save the most money possible, which shouldn't be that hard, since [[GW]] have been releasing bundles with decent saving on a constant basis <s>WHAT KIND OF [[HERESY]] IS THIS?</s>''). Keep in mind that with all the different special rules, opponents may get a bit tired of hearing Seraphon ignore that (e.g. Slann wizards can dispel or unbind spells anywhere on the battlefield). Sucks to be them. | |||
Fortunately, Seraphon has a wide array of units, and everyone is viable. | |||
From a single Start Collecting! you get: | |||
* 90 points from 10 Saurus Warriors. | |||
* 100 points from 5 Saurus Knights. | |||
* 260 points from a Troglodon OR 210 from a Saurus Scar-Veteran on Carnosaur OR 230 from a Saurus Oldblood on Carnosaur. | |||
*''Total:'' 450 points using a Troglodon OR 400 points using a Scar-Veteran on Carnosaur OR 420 points using an Oldblood on Carnosaur. | |||
Not counting the possible extra models you can use: 110 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 110 from using the free Saurus Oldblood on foot if you built a Troglodon and 70/120 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold One's bits if you are allowed. | |||
== | ===1000 pt.=== | ||
Here the core tax is 1 '''Leader''' and 2 '''Battleline''' units, you can have up to 4 '''Leaders''', 2 '''Artilleries''' and 2 '''Behemoths'''. Your minimum tax is 220 points; 2 10-units Skins and a Skink Priest or Starpriest. | |||
Here | |||
* | Two Start Collecting! kits give you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games. | ||
* 20 Saurus Warriors (Battleline). | |||
* 10 Saurus Knights (Battleline). | |||
* Scar-Veteran on Carnosaur (Leader/Behemoth). | |||
* Saurus Oldblood on Foot (Leader). | |||
* Troglodon (Behemoth). | |||
<s> This uses exactly 1000 points. </s> | |||
As of the new battletome, this list is 960 points and got a bit better. | |||
This is a heavily focused melee list. | |||
Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a steady approach, and the Scar-Vet is generally more offensive. | |||
Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 15 on the same unit, but with only 20 this will probably last 1-2 turns. Bring them along your Saurus Oldblood on foot if you are using him as your general. | |||
Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 8". Use them as flankers and alongside your Scar-Vet if he is your general. | |||
The Troglodon is a great addition here, since its a jack of all trades. D3 ranged attack with good profile and damage (and the only ranged unit on this list), and get 3" extra if it can charge successfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taken so much damage, it can be able to deal 15 wounds on melee), it has its own roar that subtracts 1 from enemy Bravery and, most importantly, it is a wizard that can cast 1 and unbind one spell, gets a +1 to casting, unbinding and dispelling, and knows the spell comet's call in addition to one from the skink spell lore. | |||
Not a specialist, but it [[gets shit done]]. However, never expose it to get 8 or more wounds. Its ranged attack has 18", gets worst if by 3" each time it suffers 2 or more wounds, it gets 1" for each two wounds and its bite starts at +2 to wound, reduces to +3 the next for wounds and get worst by one each time it suffers two additional wounds. (this is less of an issue now that it can heal D3 wounds a turn on a 2+, but still try to be careful with him) | |||
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it. | |||
===2000 pt.=== | |||
Here the core tax is 1 '''Leader''' and 3 '''Battleline''' units, you can have up to 6 '''Leaders''', 4 '''Artilleries''' and 4 '''Behemoths'''. Your minimum tax is 260 points; 3 10-units of Skinks (60 points per 10) and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest (80 points) or Skink Starpriest. | |||
Keep using 2 Start Collecting! kits, now you can deploy all the models included: | |||
* | * 20 Saurus Warriors (Battleline). | ||
* 15 Saurus Knights (Battleline). | |||
* Scar-Veteran on Cold One (Leader). | |||
* A Firelance Starhost (using the Cold One Scar-Veteran) | |||
* Saurus Oldblood/Scar-vet on Carnosaur (Leader/Behemoth). | |||
* Saurus Oldblood on Foot (Leader) | |||
* Troglodon (Behemoth). | |||
This alone costs 1370 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points. | |||
Now, add: | |||
* | * A Stegadon (Behemoth). | ||
* A Skink Priest/Starpriest (Leader). (use the priest model from the Stegadon kit) | |||
* 1 Slann(Leader). | |||
This will cost 1920 points, or 1990 if you play a Sunblood instead of the Oldblood on foot and starpriest instead of the priest. | |||
This list features more magic and dinosaurs, which is really what Seraphon is all about. | |||
Having 16 Cold One Knights, you can easily convert one into a Scar-Vet and make a Firelance. The Scar-Vet on Cold One is a good choice for a general because his command ability synergizes strongly with the Knights: re-rolling hits and charges is important, more considering how the Blazing Lances stacks with Blazing Cohort (yet another mortal wound), and the Cold Ones gain an additional attack. This battalion can easily snowball if left unchecked. | |||
While lacking the Stardrake Shield, the Oldblood on Carno might be a little more killy than the Scar-Veteran by virtue of his sunbolt beams, while his spear is still as good as the regular. His command ability is strong for heroic wrecking balls. | |||
The Oldblood on foot is a strong support for your Saurus, even without its command ability. The Sunblood is [[DISTRACTION CARNIFEX|a big, bulky, scary lizard, able to soak decent amounts of damage and dealing it back]]. The Skink Star/Priest are reliable support options; the Priest can be a strong buff machine, while the Starpriest is a wizard that can help your units with magic, and an excellent buff to boot. | |||
The Stegadon is a solid ranged/melee monster, and is an excellent sculpt to boot (plus the free priest), and the Slann is the traditional centerpiece of the army that no Seraphon player should be without. | |||
As a bonus, deploying this whole army should be a sight to behold! | |||
====[https://www.warhammer-community.com/2020/03/05/stegageddon-the-final-form-of-listbuildinggw-homepage-post-2/ STEGAGEDDON]==== | |||
'''WARNING''': This is a GW invention, and even they admit this is more of a [[meme]] list than anything else. So basically, yeah, we Order Beastclaw Raiders now. [[AWESOME|Just with a herd of rampaging Stegadons]]. This also quite a throwback to WHFB 7th edition, with the old dead meme of "replace X, add Stegas". | |||
# Field a '''Coalesced Thunder Lizard''' army. This is already as pleasing as you guess. | |||
# Because of this, Steggies are now '''BATTLELINE''' instead of '''BEHEMOTH''', so you will need '''FOUR'''. Yes, you'll need money. Yes, you won't regret it. Equip them with a healthy blend of Skystreak Bows (A whooping 25" range, 3 attacks, 4+/3+/-1/D3) and Sunfire Throwers (A bubble of 8" 3+/3+/-/1). Remember, this celestial flamethrower '''MAKE AN ATTACK FOR EACH MODEL IN RANGE'''. This will deter your enemy from sending units with low wounds and plenty of models against you, [[Meme|will disappoint hordes immeasurably, and their day will be ruined]]. | |||
# Get yet another Steggie and give him a Skink Chief as commander. His/it command ability lets you pick 1 '''SKINK''' unit per phase, wholly between 2" of range, and adds 1 to the attacks it can make with melee weapons. All Steggies, being crewed by Skinks, get this keyword, so you can trample all over your enemies with a little extra dinomight. Nice. | |||
# Grab two Engines of the Gods. Remember the mantra of our enlightened Slann Masters: ''More Stegs, more fun''. This will give you the needed support you lacked so far. The effects from ''Cosmic Engine'' will get tweaked, since the article says that now rolls of 4-8 heal D3 wounds to nearby units. This means that the single lazor beam or the [[dakka]] Whirpool will get modified. We only have to wait two weeks more, and the Engines will still rock, so no prob. | |||
# The article here suggests you pick a Bastie with Solar Engine (but you can technically still use other Stega). This to use it in tandem with a new Command Ability: ''TROVE OF OLD ONE TECHNOLOGY''. Per phase, a unit can use its Engines (Solar or Cosmic) once again. If ''Cosmic'', '''this means it can heal <s>D6</s> ''2D3'' wounds''', or get another chance to shoot cosmic [[dakka]] to your enemies. If ''Solar'', this means '''[[Dakka|you effectively will shoot 18 attacks PER SHOOTING PHASE]]'''. | |||
'''1970 POINTS OF SAURIAN STOMPS!''' This of course means some problems: you will not cover the whole battlefield, you relly on '''MONSTER'''S that get diminishing stats as they get hurt, and you will be slow as Nurgle after a nightover. They also say that you can try tweaking the list adding a Slann and some Star Skink (priest or seers, so maybe the seers will get a buff to make them actually viable, even for a meme list), but this list is just a paleo-sight to behold, and an inversion worth every single cent. And if you have played [[Total War: Warhammer|Total Warhammer II]], you already know how satisfying is to send a herd of Steggies to wipe clean a horde of pesky ratmen. | |||
Who knows? this might be the dawn of a new Stega-Meta! | |||
==Allied Armies== | |||
Stormcast Eternals only. Fluff-wise, it makes sense: Sigmarines hate Chaos as much as we do, share a connection to Azyr. Would make even more sense if those claims about Dracothion being Sotek are true. | |||
*'''Bundo Whalebiter''': A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. | |||
==External links== | |||
*[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.] | *[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.] | ||
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics | {{Age_of_Sigmar_Tactics}} | ||
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] |
Latest revision as of 22:26, 19 June 2023
Grand Alliance Order
Seraphon |
Aztec dinosaurs riding bigger dinosaurs that shoot lasers and fuck shit up. |
Get on your dinosaur. We’re on a mission from God. The Seraphon are here to enact the Great Plan across all the Realms.
Why Play Seraphon[edit]
Because they are Lizardmen in AoS. Motherfucking mesoamerican dinosaur people riding motherfucking dinosaurs, what is not to love?
Want more details?, fine:
Pros[edit]
- They are Aztec lizardmen riding dinosaurs. This trumps any other faction in AoS (including the sea-monster-riding elven soul pirates, the steampunk sky-pirate dorfs and the bikini-clad elf chick and monstergirl gladiators).
- Since they survived so well the End of Times, they have 27 different units available; more than any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness and Skaven also survived really well).
- Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, all dinostomp, with tons of leaders buffing all of them. Simply you have many options available to choose from.
- They are Aztec lizardmen riding dinosaurs.
- Excellent synergy. Your heroes will buff and buff your dudes.
- Many big heroes can generate more CP for your Dino synergies.
- Tons of bonuses for hitting rolls. If your hit roll is worse than 3+, you are doing something wrong.
- They have the two most powerful, non-Monster keyword, wizards in the entire game: Lord Kroak is still around, being able to cast FOUR spells each hero phase while having extremely aggressive abilities, and the regular Slann is no slouch either
- They are Aztec lizardmen riding dinosaurs.
- They have a strong community and a really passionate fanbase. It's fun to play a faction that has so much love behind it.
- With the advent of the 2020 Battletome, now we come in two tasty flavors! Do you like the idea of Seraphon being quite literally Order Daemons manifested into existence via Slann memories and/or a summoning/magic centered lizard army? Go Starborne. Do you prefer the idea of Seraphon starting to colonize the Realms and starting to make their very own mini-Lustrias wherever they settle with pure dinosaurian might? Go Coalesced.
- If you are a returning player from the by-gone days of WHFB, Coalesced will play very much like the Lizardmen of yore, which is a nice return to form if you were a fan of that lore/playstyle
- Really easy to collect, thanks to having two really good Start Collecting! kits: One is worth a Carnosaur and gives you 12 Warriors and 8 Knights for free, the best deal in the entire GW range; and the other gifts you 12 Skinks, a Star Priest and a Terradon for buying a Bastiladon and other two Terras. All of these units go from really good to must haves in any army.
- They are Aztec lizardmen riding dinosaurs.
- From a modelist POV, this guys are a dream for custom painting: the Lizardmen are surprisingly easy to paint; shading is amazing. Given the lack of conventional heraldry (say, Khorne really likes red, or how many subfactions with specific colors have almost every other major faction), painting them as you want is completely depending on your own imagination and liking.
- 2023 brought a much needed range refresh to the Seraphon. Saurus are bigger and badder than ever while Kroxigors are truly hulking behemoths they were meant to be. Say nothing of how intricate and ornate the Slann's palenquins have become. Though there are a few dated models left in the range, the whole of the Seraphon are set to be one of the best looking armies on the tabletop.
- Now we and only we have direct control over Predatory Endless Spells. Giving the middle... finger? claw? real hard to Teclis, Nagash and Tzeentch on this one.
- Did I mention that they are Aztec lizardmen riding dinosaurs?
Cons[edit]
None. They are Aztec lizardmen riding dinosaurs. How in the actual fuck could they have a con.
- Buuuut... no OP Summoning (unless you are Dracothion's Tail) and skink kiting. Now, this can also be a pro depending if you played against this army before when they could do this.
- Your heroes are the glue that keeps your army together, only surpassed in this reliance by Death armies. This is a synergy dependent army, as most Seraphon units base warscrolls are fairly weak for their points cost
- They, like their Sigmarine allies, really hate being on the receiving end of Mortal Wounds, as there's little they can do about it.
- They don't make for the best-ranged army, even considering their binocular theropod vision. Yet again, is this Age of Charge-mar.
- While having lots of bonuses for hit rolls, Seraphon doesn't have many ways to get re-rolls or increase wound rolls. Not much of a problem, since most units already wound on 3+ roll, but still.
Most of the models are old, and there's some Finecrap/Failcast units too. Which gives them prehistoric flavour since they are Aztec lizardmen riding dinosaurs.Fortunately, the 2023 range refresh helped address a lot of their fossilized models. Though there are still a couple antiquated units, it isn't nearly as bad as it used to be. Having said that, the range refresh did axe some of the older units from the 3.0 Battletome, meaning that the army currently has no Finecast models at all. (The Eternity Warden is still on the store for some reason when it's actually not playable anymore, but everything else has been either redone in plastic or removed)
Rulebooks[edit]
Faction rules and abilities: Battletome Seraphon (2023)
Latest Matched play points: Battletome Seraphon (2023)
Core rules: here
Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.
Supplement all the above with any Errata and Designers' Commentary from the FAQs.
Allegiance Abilities[edit]
Battle Traits[edit]
If your army has a SERAPHON allegiance and chooses to take the SERAPHON allegiance abilities, it has the following rules:
- Warriors of the Stars and the Realms: You must pick if your entire army has The Coalesced or Starborne allegiance during list building.
The Coalesced[edit]
Some of the Starborne, due to magical fuckery, have now become the savage flesh and blood dinos we all know and love, colonizing the Mortal Realms and making their very own mini-Lustrias wherever they land. They are territorial, with a focus on Saurus and MONSTERS and being a tough and ferocious melee army.
- Coalesced Constellation: You may take only the Koatl's Claw or Thunder Lizard constellations.
- Koatl's Claw: +1 to wound for any Saurus and Kroxigor units that charge. Focuses more on troop spam.
- Thunder Lizard: Monster units can carry out two Monstrous Rampages per turn, which is incredible for the number of badass dinos you can field.
- Predatory Fighters: +1 attack of jaw attacks made by Coalesced Saurus and Kroxigor units. While it's a shame that your big dinos get nothing from this, those are actual weapons aside from a mere token attack.
- Scaly Skin: -1 damage inflicted for each successful attack against Coalesced Saurus, Monster and Kroxigor units. Just as tanky as you recall.
- Beasts of the Dark Jungles: As you're focused on more of the dinos part of the Seraphon, you've got a bunch of new Monstrous Rampages.
- Gargantuan Jaws: Carnosaur only. Pick an enemy model within 3" and roll 1d6; if it's over the model's Wounds stat, it's insta-killed.
- Earthshaking Charge: Stegadon only. After charging, pick an enemy unit within 1" and roll a 1d6; on a 4+, the enemy is now stuck with Strikes Last for the turn.
- Odious Roar: Troglodon only. Roll a 1d6; on a 2+, it's stench aura gets buffed to 12".
- Bludgeoning Sweep: Bastiladon only. Pick a non-Monster enemy unit within 3" and roll 1d6; if this roll is less than the total number of models in the enemy unit, they suffer a number of MWs equal to the roll. Best saved for hordes of Clanrats and the like.
The Starborne[edit]
The living...ish? memories Seraphon had been before 2020. They center on spamming mages and still a mobility faction with teleport and summoning in dinosaws shenanigans.
- Starborne Constellation: May pick the Dracothian's Tail or Fangs of Sotek keyword and ability.
- Dracothion's Tail: You can leave units in reserves, letting them deep-strike within 12" of one of your CPP generators and at least 9" of any enemies.
- Fangs of Sotek: You can use the Redeploy command three times each enemy movement phase, with the first two being free if used on Starborne Skink units.
- Lords of Space and Time: Your Starborne Slann gain two special reactions:
- Contemplation of the Ancient Ones: One of your Slann can swap out one spell from their exclusive lore to another one.
- Spatial Translocation: Pick one unit within 12" of the Slann. This unit can immediately redeploy anywhere at least 9" away from any enemies.
- Cosmic Power There are two ways to generate Cosmic Power points:
- In your hero phase, each Wizard, Astrolith Bearer and World Engine terrain piece generates 1 CPP.
- You gain another point for each spell your wizards cast that isn't unbound.
- You can then spend these CPP for various powers throughout the turn.
- Azure Light (5 CPP): You can resurrect d3 models from each unit with 1 or 2 wounds. Great for keeping your Saurus at full strength or to top off some Skinks.
- Protection of the Old Ones (10 CPP): Any friendly units benefiting from the Astrolith's Revivifying Energies get a 5++ Ward.
- Cleanse the Realms (15 CPP): Roll a d6 for each enemy unit within 12" of any of your CPP generators; On a 2+, they will suffer a number of mortal wounds equal to the roll provided, giving you something that can smash both monsters and mobs alike.
- Summon Seraphon: The emphasizing part of your Order-aligned Star-Daemons that are the Seraphon. By spending a number of CPP, you can summon various units as you wish.
Summoning table
Additional reference to Lustria Online The Art of Summoning for commentary on units:
- Excellent (exceptionally useful, you should always have it at hand)
- Good (almost always useful, some time can be a suboptimal choice)
- Suboptimal (can be useful, but it's situational; usually there are better choices)
- Poor (bad unit to summon, useful only under exceptional circumstances)
Seraphon unit --- Cost
1 Engine of the Gods --- 30 (Poor)
1 Stegadon --- 28 (Good)
1 Bastiladon --- 24 (Good)
3 Aggradon Lancers --- 22
10 Saurus Guard --- 22
10 Saurus Warriors --- 20 (Suboptimal)
3 Kroxigor --- 18 (Excellent)
3 Kroxigor Warspawned --- 18
5 Raptadon Chargers --- 16
5 Raptadon Hunters --- 16
1 Spawn of Chotec --- 16
5 Hunters of Huanchi with Dartpipes --- 12
3 Terradon Riders --- 12 (Good)
3 Ripperdactyl Riders --- 10 (Good)
5 Hunters of Huanchi with Starstone Bolas --- 10
3 Terrawings --- 8
10 Skinks --- 8 (Good)
Command Traits[edit]
<tabs> <tab name="Lords of the Temple-Cities"> Coalesced Slann only
- Custodian of Divine Technologies: You can take three artifacts instead of one, but the extra two must be taken by the Slann.
- Dominating Mind: 1/turn, the general can control one Coalesced Monster unit and roll 1d6; on a 2+, the control is successful and their melee weapons gain +1 to wound. This even works on mounted heroes, though the buff only works on the mount's attacks.
- Master of the Material Plane: Gain two extra spells from the Lore of Ancient Domains.
- Wrath of Aeons: Once per game, you can channel the anger of lizardkind, giving Saurus or Kroxigor units within 12" a bonus attack on their melee weapons.
</tab> <tab name="Savage Commanders"> Coalesced Saurus only
- Prime Warbeast: Mounted general only. The mount gains a token extra attack.
- Thickly-Scaled Hide: +1 to saves, which means a lot for tanky monsters.
- Vengeful Defender: When the general is on your DZ, it and up to two Saurus or Kroxigor units within 12" can make an immediate move during the Hero phase.
</tab> <tab name="Starmaster Disciplines"> Starborne Slann only
- Arcane Might: The general can control up to THREE endless spells, with any endless spells they summon getting double the spawning range.
- Higher State of Consciousness: The general ignores all modifiers to their saves.
- Lord of Celestial Resonance: The general gains 2 CPP any time they cast a spell that isn't unbound, unbind an enemy spell, or dispel an endless spell.
- Vast Intellect: Gain two new spells from the Lore of Celestial Domination.
</tab> <tab name="Celestial Attendants"> Starborne Skink only
- Master of Star Rituals: Wizard only. This general knows all spells from the Lore of Celestial Manipulation.
- Nimble Warleader: Skink units within 18" can roll 2d6 whenever they Run rather than the standard d6.
- Shrewd Strategist: 1/game, pick one friendly unit within 18" of the general. They can immediately charge an enemy within 12" so long as they're not within 3" of any other enemies.
</tab> </tabs>
Artifacts of Power[edit]
One HERO in your army (+1 per additional warscroll battalion) may take a relic from the following tables:
<tabs> <tab name="Relics of the Warrior"> Coalesced Saurus only
- Blade of Realities: One of the bearer's melee weapons improves its Rend and Damage by 1.
- Bloodrage Pendate: All melee weapons gain +1 attack. If the bearer takes an amount of damage equal to or greater than its half its total wounds, they only take 2 wounds, making it more useful for footslogging Sunbloods.
- Sotek's Gaze: Enemy units with 1 or 2 Wounds cannot contest objectives while within 6" of the bearer, making it excellent for a hero who wants to deny objectives.
</tab> <tab name="Treasures of the Temple-Cities"> Coalesced Slann only
- Coatl Familiar: 1/battle, you can spend your familiar to give the bearer the ability to cast an additional spell from the Lore of Ancient Domains.
- Crystalline Skull: Whenever the bearer casts a spell that isn't unbound, the skull gains a charge. Once per battle, you can break the skull, targeting an enemy within 12" and rolling a number of d6 equal to the total number of charges and dealing a MW for each 3+.
- Itxi Grubs: The bearer heals a wound each turn. In addition, they can choose to re-roll either a casting roll, a dispel roll or an unbind roll.
- Palanquin of the Lost Gods: This fancy chair gives +1 wound and +4" Movement.
</tab> <tab name="Vestments of the Priesthood"> Starborne Skink only
- Cloak of Feathers: Non-Monster hero only. The bearer gains +4" to Movement and Fly while enemy attacks suffer -1 to hit this flappy lizard.
- Incandescent Rectrices: The bearer recovers d3 wounds each turn. Better saved on mounted heroes, where they're not so pressed to either make those heals or die from a lack of recoveries.
- Sacred Stegadon Helm: +1 to saves. When the bearer charges, you also get +1 to the damage with any melee weapons. Stegadons and Bastilodons take note.
</tab> <tab name="Treasures of the Old Ones"> Starborne Slann only
- Prism of Amyntok: 1/game, pick an enemy within 12" and roll a d6. On a 2+, the enemy suffers a number of MWs equal to the roll.
- Relocation Orb: At the end of one phase each game, the bearer can immediately redeploy anywhere within 12" of a CPP collector and at least 9" away from an enemy.
- Spacefolder's Stave: Once per turn at the end of the movement phase, they can take actions to allow any summoned units to arrive at least 7" away from any enemies instead of the usual 9".
- Zoetic Dial: Secretly pick one round after the first. On that round, the bearer recovers all wounds and adds +1 to all save checks they make on this round.
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Seraphon Spell Lore[edit]
Lore of Celestial Domination[edit]
STARBORNE SLANN only:
- Comet's Call: CV7, pick D3 enemy units (D6 if the casting roll was 10+), each of them takes D3 mortal wounds.
- Tepok's Beneficence: CV5, pick a visible friendly SKINK unit within 18". Every attack aimed at that unit has -1 to wound until your next Hero phase.
- Drain Magic: CV6, you get +1 to dispels and the opponent gets -1 to dispel for the whole phase.
- Mystical Unforging: CV8, pick 1 visible enemy unit within 12". All their weapons have no Rend until your next Hero phase.
- Stellar Tempest: CV8, pick 1 visible enemy unit within 24" , roll a die for each model in that unit, 5+ causes 1 mortal wound. Amazing anti-horde spell, should be your first choice as it compliments Comet's Call nicely.
Lore of Celestial Manipulation[edit]
STARBORNE SKINK only:
- Cosmic Crush: CV7, pick a visible enemy unit within 12", roll a D6 for each model in that unit, they take a mortal wound on a roll equal to their save roll.
- Celestial Harmony: CV5, pick a visible friendly unit wholly within 18", that unit has Courage 10. If the casting roll is 10 or more, pick all friendly units within 18". Not bad if running skink hordes, since Starborne doesn't give Courage 10 automatically to everyone.
- Speed of Huanchi: CV6, pick a visible friendly SKINK (but not MONSTER) or KROXIGOR unit wholly within 18", that unit gets a free movement.
Lore of Ancient Domains[edit]
COALESCED SLANN only:
- The Earth Trembles: CV8, draw a line that goes from the caster to any of the field's corners, then roll a die for every enemy unit under the line. They take D3 mortal wounds on a 4+.
- Empowered Celestite: CV7, pick a visible friendly SAURUS unit wholly within 18", their Celestite weapons get +1 rend until next Hero phase.
- Drain Magic: Same as above.
- Itzi's Invigoration: CV6, pick a visible friendly MONSTER wholly within 12", it uses the top line of the damage table indipendently from its current wounds until next Hero phase.
- Telepathic Summons: CV6, pick a visible friendly SAURUS (but not MONSTER) unit within 9", it's removed and redeployed (always within 9" from the caster).
Lore of Primal Jungles[edit]
COALESCED SKINK only:
- Light of Chotec: CV7, pick a visible friendly model wholly within 12". Roll a die for each wound it took; each 5+ heals a wound.
- Heavenly Frenzy: CV7, pick a visible friendly unit wholly within 18", it can run and charge this turn.
- Tide of Serpents: CV7, pick one enemy unit within 15". Roll a die for each model in the unit; each 5+ causes a mortal wound. Stellar Tempest with a little more than half range.
Warscrolls[edit]
Heroes[edit]
Slann[edit]
- Lord Kroak: (Slann; Unique; 395pts) With 18 wounds and a 4+ save, Kroak is nothing if not durable. He has lost his original 4+ ward save, but retains a suite of excellent abilities. He can cast through Skink Wizards and Oracles as before. His melee attack now rolls for every enemy model within 3", with Monsters counting as 5 models, and deals a mortal wound for every 5+ roll. A considerable defensive buff by being able to effectively heal all damage each turn(as befitting such a massive new model like he now has). However, this comes with the condition that any roll of 3d6+any wounds suffered on that phase must roll below 20. In this way, it makes him a bit swingy to keep around, especially on a bad turn. He rolls 3 dice for the 4+ command points. He has +2 to all four of his casting and dispelling, also his dispelling covers the ENTIRE BOARD. He has a 12 inch D3 mortal spell he can cast 4 times, and now the casting roll is a fixed 7 instead of increasing every time.
- His role is very different now, but when he works your opponent will cry. You may have to cry too, however, because with 18 wounds, The Kroaknado is officially dead.
- Slann Starmaster:(Slann, 275pts) Oh boy, did the Old Ones buff these lovable fat frogmen. They went from "hey, they are pretty good, give 'em a chance" to "you are playing this game wrong if you don't have one". Having powerful battle traits backed up with a choice of strong command traits, expect to see this guy everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, CA gives one fellow Seraphon unit the ability to fly and add 1 to saves in the Shooting Phase, Now Slann's unique spells are a +1 to casting to everyone else and a 4+ Feel no Pain, has Masters of Order (universal unbind and +1 to casting, unbinding and dispelling rolls) and Impeccable Foresight (2d6, 4+ in Slann's case). He is still able to cast spells, through SKINK WIZARDS within 12" of him and through ORACLE ANYWHERE on the battlefield, measuring the distance from them.
- New Kroak has left the way open to smaller Slann assuming his old role of reliable back-line spell anchor. To get a good level of protection for a Slann, you should to spend at least 100 points on 5 Guard. They are good, and with 7 wounds, they fit on a Baleful Vortex. Kroaknado is dead, long live the Slannado!
Saurus[edit]
- Scar-Veteran on Aggradon: (Saurus, 175pts): Leader of the Saurus Cavalry. As a Scar-Veteran, he's a professional killing machine. His mount, the newly-bred Aggradon, is a natural-born killing machine. Combined, these two make for an efficient and reasonably priced beat-stick that can chew through infantry and other heroes. Additionally, the new Primal Rage ability granted to Aggradon units increases the number of Bite and Talon attacks based on the number of combat phases it has spent within 3" of an enemy model, capping at 3. This means that, by the end of your second combat phase, your Aggradon will be doling out 6 attacks that have 2 damage and -2 rend while the Scar Veteran is swinging in for an additional 4/5 attacks also dealing 2 damage at -2/-1 rend (For the Spear/Club, respectively). Additionally, once per battle, the Scar-Veteran can manually increase the rage score of all Aggradon units wholly within 18" of him, letting them kick-start all nearby raptors into a feeding frenzy.
- Scar-Veteran on Carnosaur: (Saurus, Behemoth, 255pts): This guy may as well be the mascot of the Sepharon, for few things better represent them than a mighty Aztec lizardman riding a dinosaur into battle. This is the most offensive variant of your two Carnosaur riders, though aside one unique ability and weapon profile, the two are basically identical. At the end of a combat phase, the Carnosaur the Scar-Veteran is riding gets to roll one die equal to the number of wounds inflicted to an enemy unit within 1" of it. Every 5+ results in an additional mortal wound to the target unit. Paired with the frankly monstrous damage profiles of the Carnosaur's Massive Jaws and forelimbs, there's little that this monster can't handle in a straight up fight.
- Saurus Oldblood on Foot: (Saurus, 135pts): Your cheapest Saurus hero serves mainly as a force multiplier for nearby Saurus Warriors and Saurus Guard. While he's not necessarily a slouch in melee himself, the main benefit he brings to the table is his ability to coax a unit of Warriors or Guard (that has yet to fight that turn) to fight immediately before or after him during the combat phase. He can also enhance the All-Out Attack command to add 1 to their wound rolls (which admittedly, Saurus Warriors wounding on a 2+ is not a bad deal by any stretch). If he's by his lonesome, however, he's not going to be winning any Hero-of-the-Year awards. If you take him, make sure you bring a cadre of Saurus to keep close at all times.
- Saurus Oldblood on Carnosaur: (Saurus, Behemoth, 285pts): 30 points more than a Scar-Veteran on a Carnosaur grants the Oldblood an 18" ranged shot as well as the ability to issue the same command twice in the same command phase, with the second command not costing any extra command points. The ranged blast is kinda swingy, with d6 shots hitting and wounding on 3+. Not the most efficient of ranged weapons, but if you're bringing a Carnosaur to hang back and shoot, you're playing the wrong faction. This monster still brings all the primal fury of a T-Rex to bear in melee and will match a Scar-Veteran Carnosaur swipe for swipe in battle. Still, unless you plan on abusing his command ability, you'd probably be better off just sparing a few points by sticking to the Scar-Veteran.
- Saurus Astrolith Bearer: (Saurus, Totem, 140pts) A Scar-Veteran with a totem. It allows any Seraphon wholly within 12" to ignore wounds or mortal wounds on a roll of 6 and gives +1 to casting spells and +6" to spell ranges which are all extremely desirable abilities. As if that wasn't enough, these guys can also be used as a focal point for celestial summoning. Usually, you have to summon units close to your Slann, but if you have an Astrolith bearer you can also summon units near the Astrolith bearer.
Skinks[edit]
- Skink Starseer: (Skink; Wizard; 150pts) The new generic Tetto'eko. After years of being just a Skink sitting on a palanquin with you no real competitive or even casual usage, he finally can do something. Has a once-per-battle ability that allows you to a number of dice equal to the current battle round and for every 2+ you can give a 5+ protection, while the exclusive spell cancels any kind of protection roll for an enemy unit within 12" in the turn.
- Skink Starpriest: (Skink; Wizard; 130pts) When Age of Sigmar was first released, Tetto'Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon's unremarkable, but he has two abilities: His staff, which can give any nearby Seraphon unit to deal mortal wounds on unmodified wound rolls of 6 (yes, this affects ranged weapons), and his special spell, which can reduce the hit rolls of an enemy unit by 1. Amazing buff givers to any unit that can generate a lot of hits (Knights, Skink Hordes, Ripperdactyls).
- Kixi-Taka and the Starblood Stalkers (Skink; Priest; Coalesced; 290pts) The Starblood Stalkers, for the points are roughly the same cost as a Starpriest and an Oldblood on foot you get a Skink priest, an Oldblood on foot, and four Skinks. Unfortunately the main reason to take an Oldblood on foot is its command ability, which Klak-Troq lacks.
- Terradon Chief: (Skink; 110pts) Squishy Terradon hero. Makes friendly Terradon drop rocks on 2+ instead of 4+ once per battle.
- Tiktaq'to and Zwup live on!
- Does NOT have rocks himself in the rules, unless that was an oversight on GW's part.
- Ripperdactyl Chiefs: (Skink; 110pt) Same as above but on Ripperdactyl. Increases friendly Ripperdactyl jaw attacks by 1. This ability is restricted to once per battle, but is their best support option since he can actually keep up with those units. Only 10 point less than 3 more Rippers though, and hard to get 1 model instead of 3...
- Skink chief on Stegadon: (Skink; Behemoth; 330pts) Same as Stegadon, but also a Hero. Receives some more attacks with Warspear and can do a command for free towards other Skinks each turn.
- In Thunder Lizard, this guy can become a literal 1-man army. Buff stacking on this character can result in the single highest damage build we have access to, even more than a similarly stacked Carnosaur! Prime Warbeast + ThunderQuake + Great Drake + using his CA on himself results in 28 melee attacks, most of which do 2 or more damage. On top of that, his bow is at 4 shots with 3 damage each, or the flamethrower gets an entire 2nd round of shooting! 20 models in range? heres 40 dice every 5+ is a mortal wound. And then charge for the whole round of attacking after that. Add a Cloak of Feathers on top so he can fly and is -1 to be hit. Move over Archaon, the Skink Chief is here!
- Skink Oracle on Troglodon: (Skink; Oracle; Behemoth; 270pt) No longer the loser it was in WFB. This blind Spinosaurus has the ability to use both range and melee decently. Its Skink Oracle rider is now a fully-fledged WIZARD and can draw upon Slann powers, receiving the Comet's Call spell, unlimited unbind range and +1 to rolls for casts, dispels and unbind attempts! It can be hilariously fast since its ranged attack gives it a reroll charge distance. It gets a bunch of decent attacks in melee and causes enemies within 3" to became unable to get Inspiring Presence. On top of that, it seems that now GW uses the word "Trog" as a synonym for "regeneration", since now this mofo can heal D3 wounds per turn. It can be fun to watch these bifid-tail fellows snowballing out of control if your enemy somehow let them unchecked. Cool sculpt; jack of all trades, master of none tho, it might have used here and there, especially in starborne summoning lists. Also is Kroak's new best friend since he can cast Celestial Deliverance through it. What you can't take away from him is being a somewhat tanky Slann range extender that won't mind being in melee.
Battleline[edit]
- Skinks: (Conditional batteline: Seraphon army; Skinks; 85pts; Min:10; Max:40; 8 CPP to summon 10 Skinks) Your bare-basic Skinks will generally serve as fodder; A paltry 6+ save (5+ if armed with shields) and a wound apiece means a stiff breeze will more than guarantee at least a few casualties in your Skink cohort. Their individual combat abilities are scarce better; 1 attack apiece (2 for the Moonstone Clubs) that hit only on 4+ and wound on 5+ (4+ for the clubs again) make it clear these guys aren't going to be out competing Saurus anytime soon. So why bring them? Well, they're dirt cheap for a start. 85 points for 10 models will let you get some bodies on the table if only to help screen your more important units that will be doing the heavy lifting. They're also blisteringly fast for infantry; a movement of 8" with the ability to roll 2 dice and pick the best result whenever they run or get Redeployed will let them snag objectives nice and early. From there, they can usually hold long enough for your Saurus to come secure the position if needed or swiftly move in to harass as needed. If you bring Kroxigor Warspawned, you should definitely have some Skinks keep close to them.
- These guys tend to get much better value in Starborne lists, where their cowardly Bravery of 5 is replaced by the army-wide 10. Between that and being fairly cheap units to summon in with CPP, it's simply easier to get more bodies on the field and get more out of them when they suffer from casualties.
- The standard box comes with the pieces to build 24 Skinks and the SC! set comes with 12. Two boxes and the start collecting gives you an even 60 which is a solid number for skink focused lists. (40 + 2x10)
- Saurus Warriors: (Battleline; Saurus; 200pts; Min:10; Max:40; 20 CPP to summon 10 Warriors) Your staunch wall of scale and spears. Though their point cost has doubled since last edition, they received an extra wound each and the benefit of a +1 to their save while contesting objectives or while they're within your territory. To that end, combined with their 8 Bravery, these guys will hold the line better than ever. This did come at the cost of their prior ability to gain +1 to hit while over 15 models in their unit, however. This isn't really an issue for units armed with Celestite Clubs, though depending on the support available and number of models you've kitted out a unit with, the Celestite Spears offer better DPR due to their 2" attack range despite hitting on 4's. Having said this, and considering their plodding 5" movement, it's really not their job to rush down your opponent's forces. These guys are designed to pick a point and hold it. So long as tell them to, hold it they shall.
- Saurus Guards: (Conditional battline: Seraphon army; Saurus; 130pts; Min:5; Max:20; 22 CPP to summon 10 Guard) Unfortunately skipped over for the recent range refresh. A pity, as these guys really show their age when standing next to the new and improved Saurus Warriors. Functionally, these guys are Saurus Warriors+ as they have a 3+ save independent of battlefield conditions and a consistent 3+ to hit with their 2" Celestite Polearms. The main purpose of these scaled bodyguards is to accompany and protect non-Monster Seraphon Hero characters. Whenever such a Seraphon Hero takes a regular or mortal wound and a unit of Saurus Guards is within 3" of them, these guys can sponge it instead on a roll of 3+. Useful if you have them accompany an OldBlood (on foot or Aggradon) as an elite hit squad, though in all honesty these guys are better suited to protecting your Slann casters, for obvious reasons. Due to their price point, you may want to avoid splurging on these guys in lower point games.
- Did some play testing, these guys actually are better in starborne detachment than coalesced. They cannot be brought back in coalesced and get situational buffs, while starborne just keeps popping more out. A battalion that isn't a super battalion for these guys would be nice though. In certain situations/games, Saurus may be a better option than these guys (see Saurus entry above).
- Astonishingly enough, no one has mentioned the combination of these guys and Lord Kroak. The combination of a 15-man unit of Guard alongside LK makes him damn near unkillable. Set this up and run down the middle of the board and watch your opponent fucking weep.
Other[edit]
- 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: 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.
- 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.
- 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 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.
Artillery[edit]
- Spawn of Chotec: (125pts, Single) Your Salamander Hunting Pack has since been rechristened as the Spawn of Chotec, it's handlers now known as Sun Acolytes. And, weirdly classified as Artillery now for some reason. For all intents and purposes, those Skinks are really just there for flavor... and a few pitiful jabs with their Celestite Goads if something gets a little to close and personal. Otherwise, they're all simply considered one model as far as damage assignment goes; one dies they all die. As far as an artillery piece is concerned, it... could be better. But as a general combat and ranged monster it's pretty solid. It's longest range shot (Glob of Flame Acid) is a coin-flip if it hits or not, though if it hits it'll hurt. Wounding on a 2+, with Rend -2 and d6 damage, this thing can punch holes in larger targets. Additionally, if it does hit, the unit struck by the acid further subtracts 1 from all future saves for the rest of the turn; quite literally softening it up further for other attackers to potentially finish off. With only a single shot, it's not ideal for dealing with infantry, but that's where the second breath weapon comes in. The half-range shot (Stream of Fire) is your crowd control tool that all but auto-hits; a 2+ to hit that wounds on 3+ with a number of attacks equal to the number of models in the target unit (capping out at 10) will roast most foot soldiers alive in their armor. What's better, is that it maintains the same Rend -2 as the Glob shot, pretty much ensuring any non-elite infantry will perish in a wave of flame. Despite it's propensity for ranged fire attacks, it can handle itself pretty well in combat should anyone attempt to tie it up, though you should probably keep your distance where you can.
Behemoth[edit]
- Stegadon: (Conditional Battleline: Thunder Lizards army; Skink; Behemoth; 300pts; 28 Summon points) A monster triceratops that buffs skinks and aren't too shabby in combat itself. Unlike the Carnosaur, the Stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount. Either take a Giant bow (24"/3A/3+/3+/-1/3) or Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they're now flamethrowers, and instead of making an attack, you have to throw dice for every model in the targeted unit that is in range. On 5+ it suffers a mortal wound. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that's a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1" after charging. On a 2+, it takes D3 mortal wounds. This works better than the last iteration. And really, what's more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing. Also also, this guy now gains +1 to the save rolls if against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes and monsters hunters.
- Note, however, that you have to be more than 3" from enemy units unless you are in close combat. This reduces the effective range to mere 5". The lores have two spells with similar effects, which makes bow loadout a little more appealing.
- Engine of the Gods: (Skink; Behemoth; Totem; 300pts; 30 Summon points) No more a hero, no more a priest, no more buffed by Slaans, still able to do stuff. First, he's now able to do the mortal wounds on charging like regular Steggies. Second, his main effect now allows you to either pick one of four skills that activate on a 2D6 roll or accumulate extra dice rolls to increase the chances of activating one of the skills when it's due time:
- Healing Light: 7+ roll, heals D3 wounds to every friendly unit within 6".
- Cerulean Energy Bolts: 9+ roll, pick a visible enemy unit within 24" and roll a number of die equal to the resulting roll. They take a mortal wound for each 4+ roll. If misses, you take a mortal wound.
- Time Slows Down: 11+ roll, all friendly units within 6" attack first during this turn's combat phase. If misses, you take D3 mortal wounds.
- Starlight Summons: 13+ roll, summon either 10 Saurus Warriors or 20 Skinks. If misses, you take 3 mortal wounds.
- Bastiladon: (Skink; Behemoth; 200/265pts; 24 Summon points) OH BOY, this dinosaur got some major tweaking. Some buffs and some nerfs. Just like the glass being half empty or half full, if it was nerfed or buffed, it depends on the eye of the beholder. Some might argue that these changes are perfectly balanced, as all things should be. A crazy tanky ankylosaur monster. It has a GIANT CRYSTAL POWERED LASER on its back or can send out snakes for mortal wounds. However, this is a ranged beast. 24" range, 3 attacks with -3 rend that do 3 damage? Now they also got 2 extra wounds by default (for a total of 12 wounds). The damage table is gone compared to last edition, which brings some more nerfs and buffs: now it's save is a fixed 2+, while the two weapon options's number of attacks are fixed with the Solar Engine getting 3 shots and the Ark of Sotek getting 20 hits. Engine Bastiladon also costs 65 points more than Ark Bastiladon now.
Scenery[edit]
- Realmshaper Engine: The big pyramid got a rework for 3rd edition, now with different abilities depending on what kind of army you're playing.
- Starborne Realmshaper Engine: Same as the old edition. During a Hero phase, if at least one Seraphon wizard is within 3" from the Engine, you can select one terrain setpiece on the field. Roll a d6 for each enemy unit within 3" of the setpiece, adding +2 if this is all within 18" of the engine and subtracting 2 if the setpiece is beyond 36" of the engine; on a 4+, the unit suffers D3 mortal wounds.
- Coalesced Realmshaper Engine: Every Saurus and Kroxigor unit within 12" from the Engine gets one extra dice roll to their bite attacks, while Monsters within 12" use their full power stats independently from how many wounds they currently have.
Endless Spells[edit]
Worth mentioning. We didn't really get any exclusive spells/summons like the other re-released armies, but now have access to Bound Endless Spells which can only be controlled by us. The enemy will no longer send our Purple Suns back to us.
These spells are known as BOUND >Malign Portents Endless Spell Goes Here<, and cost 10 points more than the regular Endless Spells and do not get bonuses for matching realm. HOWEVER the benefits are not limited to predatory spells. Because the spells have a different name than their Malign Portents counterpart, you are allowed to take both versions in a single list. Kroaknado and Skinknado? sure. Double Chronomantic Cogs? Absolutely. Cover the board in shackles? Why not? The board is yours to control. Nope, doesn't happen anymore.
Battalions[edit]
Can be used only in Narrative/Path to Glory games. These are divided into two sections, depending on whether you take your army as Starborne or Coalesced. Starborne gets Eternal Starhosts, while Coalesced gets Eternal Temple-hosts.
- Eternal Starhosts: As long as at least one of these battalions is on field, once per battle you can give to all units that are part of the battalion +1 Rend as long as they're within 12" to any Cosmic node.
- Starborne Guardians of Eternity: A Slann Starmaster, an Astrolith Bearer, 1-5 Skink wizards and 1-3 Saurus Guard units.
- Sunclaw Starhost: A Saurus Oldblood (foot or Carnosaur) and three units of Saurus Warriors.
- Firelance Starhost: A Scar-Veteran (Carnosaur or Aggradon) and three units of Aggradon Lancers.
- Shadowstrike Starhost: A Skink Starpriest, 0-1 Skink Chief (Terradon or Ripperdactyl), 3 non-Hero and non-Stegadon Skink units in any combination and 0-1 Terrawing units.
- Thunderquake Starhost: A Stegadon Chief, 2 Stegadons or Bastiladons in any combinations, 0-2 Kroxigor units, 0-1 Engine of the Gods and 0-1 Spawn of Chotec.
- Eternal Temple-hosts: Everyone gets +1 to run and charge rolls.
- Coalesced Guardians of Eternity: A Slann Starmaster, 0-2 Astrolith Bearers, 1-5 Skink wizards and 1-3 Saurus Guard units.
- Sunclaw Temple-host: A Saurus Oldblood (foot or Carnosaur) and three units of Saurus Warriors.
- Firelance Temple-host: A Scar-Veteran (Carnosaur or Aggradon) and three units of Aggradon Lancers.
- Shadowstrike Temple-host: A Skink Starpriest, 0-1 Skink Chief (Terradon or Ripperdactyl) and 3 non-Hero and non-Stegadon Skink units in any combination.
- Thunderquake Temple-host: A Stegadon Chief, 2 Stegadons or Bastiladons in any combinations, 0-2 Kroxigor units, 0-1 Engine of the Gods and 0-1 Spawn of Chotec.
Core Battalion[edit]
The one that can be actually used in matched play.
- Thunderquake: (Slayers, Swift) A Stegadon Chief, 2 Stegadons or Bastiladons in any combinations, 0-2 Kroxigor units, 0-1 Engine of the Gods and 0-1 Spawn of Chotec.
Army Building[edit]
Start Collecting![edit]
Arguably the best way to start your army is to get two Start Collecting! boxes. With the advent of now having to choose from both Skinks and Saurus units, now we have some of the best ways to make an army faster and having welcome discounts for buying all the models compared as buying them on their own.
Really, that easy. 2 Saurus Warriors units, 3 Saurus Knights units and an extra Knight that can be converted to a Scar-Veteran on Cold One, and two Carnos/Trog as you want, and 4 extra Warriors that can be used as summoning fodder or conversion material. Also if you're willing to field some cheeky conversions, there's a useful post at Lustria Online that details how to really pimp this kit far beyond GW ever intended, squeezing out a solid 800+ points per box.
You could simply buy more Start Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latest editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.
NEW FOR THE NEW BATTLETOME: START COLLECTING! SKINKS! 12 nimble mini-lizards, with 3 flying cavalry models, who you can use as objective grabbers or dive bombers, given their high movement, a Bastie, which means you get a Bastie, and a Starpriest, which means you get a Starpriest.
The point here is to share and pillage, and steal collaborate ideas to build an army on the shape, but you should think about playing what you like the most (as always, fun is first, as long as you don't act like That Guy). Also, we'll try to suggest you easy ways to get a strong force while trying to save the most money possible, which shouldn't be that hard, since GW have been releasing bundles with decent saving on a constant basis WHAT KIND OF HERESY IS THIS?). Keep in mind that with all the different special rules, opponents may get a bit tired of hearing Seraphon ignore that (e.g. Slann wizards can dispel or unbind spells anywhere on the battlefield). Sucks to be them.
Fortunately, Seraphon has a wide array of units, and everyone is viable.
From a single Start Collecting! you get:
- 90 points from 10 Saurus Warriors.
- 100 points from 5 Saurus Knights.
- 260 points from a Troglodon OR 210 from a Saurus Scar-Veteran on Carnosaur OR 230 from a Saurus Oldblood on Carnosaur.
- Total: 450 points using a Troglodon OR 400 points using a Scar-Veteran on Carnosaur OR 420 points using an Oldblood on Carnosaur.
Not counting the possible extra models you can use: 110 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 110 from using the free Saurus Oldblood on foot if you built a Troglodon and 70/120 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold One's bits if you are allowed.
1000 pt.[edit]
Here the core tax is 1 Leader and 2 Battleline units, you can have up to 4 Leaders, 2 Artilleries and 2 Behemoths. Your minimum tax is 220 points; 2 10-units Skins and a Skink Priest or Starpriest.
Two Start Collecting! kits give you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.
- 20 Saurus Warriors (Battleline).
- 10 Saurus Knights (Battleline).
- Scar-Veteran on Carnosaur (Leader/Behemoth).
- Saurus Oldblood on Foot (Leader).
- Troglodon (Behemoth).
This uses exactly 1000 points.
As of the new battletome, this list is 960 points and got a bit better.
This is a heavily focused melee list.
Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a steady approach, and the Scar-Vet is generally more offensive.
Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 15 on the same unit, but with only 20 this will probably last 1-2 turns. Bring them along your Saurus Oldblood on foot if you are using him as your general.
Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 8". Use them as flankers and alongside your Scar-Vet if he is your general.
The Troglodon is a great addition here, since its a jack of all trades. D3 ranged attack with good profile and damage (and the only ranged unit on this list), and get 3" extra if it can charge successfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taken so much damage, it can be able to deal 15 wounds on melee), it has its own roar that subtracts 1 from enemy Bravery and, most importantly, it is a wizard that can cast 1 and unbind one spell, gets a +1 to casting, unbinding and dispelling, and knows the spell comet's call in addition to one from the skink spell lore.
Not a specialist, but it gets shit done. However, never expose it to get 8 or more wounds. Its ranged attack has 18", gets worst if by 3" each time it suffers 2 or more wounds, it gets 1" for each two wounds and its bite starts at +2 to wound, reduces to +3 the next for wounds and get worst by one each time it suffers two additional wounds. (this is less of an issue now that it can heal D3 wounds a turn on a 2+, but still try to be careful with him)
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.
2000 pt.[edit]
Here the core tax is 1 Leader and 3 Battleline units, you can have up to 6 Leaders, 4 Artilleries and 4 Behemoths. Your minimum tax is 260 points; 3 10-units of Skinks (60 points per 10) and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest (80 points) or Skink Starpriest.
Keep using 2 Start Collecting! kits, now you can deploy all the models included:
- 20 Saurus Warriors (Battleline).
- 15 Saurus Knights (Battleline).
- Scar-Veteran on Cold One (Leader).
- A Firelance Starhost (using the Cold One Scar-Veteran)
- Saurus Oldblood/Scar-vet on Carnosaur (Leader/Behemoth).
- Saurus Oldblood on Foot (Leader)
- Troglodon (Behemoth).
This alone costs 1370 points. But if you can replace the Oldblood on foot or count it as, you can pick a Saurus Sunblood for 20 additional points.
Now, add:
- A Stegadon (Behemoth).
- A Skink Priest/Starpriest (Leader). (use the priest model from the Stegadon kit)
- 1 Slann(Leader).
This will cost 1920 points, or 1990 if you play a Sunblood instead of the Oldblood on foot and starpriest instead of the priest.
This list features more magic and dinosaurs, which is really what Seraphon is all about.
Having 16 Cold One Knights, you can easily convert one into a Scar-Vet and make a Firelance. The Scar-Vet on Cold One is a good choice for a general because his command ability synergizes strongly with the Knights: re-rolling hits and charges is important, more considering how the Blazing Lances stacks with Blazing Cohort (yet another mortal wound), and the Cold Ones gain an additional attack. This battalion can easily snowball if left unchecked.
While lacking the Stardrake Shield, the Oldblood on Carno might be a little more killy than the Scar-Veteran by virtue of his sunbolt beams, while his spear is still as good as the regular. His command ability is strong for heroic wrecking balls.
The Oldblood on foot is a strong support for your Saurus, even without its command ability. The Sunblood is a big, bulky, scary lizard, able to soak decent amounts of damage and dealing it back. The Skink Star/Priest are reliable support options; the Priest can be a strong buff machine, while the Starpriest is a wizard that can help your units with magic, and an excellent buff to boot.
The Stegadon is a solid ranged/melee monster, and is an excellent sculpt to boot (plus the free priest), and the Slann is the traditional centerpiece of the army that no Seraphon player should be without.
As a bonus, deploying this whole army should be a sight to behold!
STEGAGEDDON[edit]
WARNING: This is a GW invention, and even they admit this is more of a meme list than anything else. So basically, yeah, we Order Beastclaw Raiders now. Just with a herd of rampaging Stegadons. This also quite a throwback to WHFB 7th edition, with the old dead meme of "replace X, add Stegas".
- Field a Coalesced Thunder Lizard army. This is already as pleasing as you guess.
- Because of this, Steggies are now BATTLELINE instead of BEHEMOTH, so you will need FOUR. Yes, you'll need money. Yes, you won't regret it. Equip them with a healthy blend of Skystreak Bows (A whooping 25" range, 3 attacks, 4+/3+/-1/D3) and Sunfire Throwers (A bubble of 8" 3+/3+/-/1). Remember, this celestial flamethrower MAKE AN ATTACK FOR EACH MODEL IN RANGE. This will deter your enemy from sending units with low wounds and plenty of models against you, will disappoint hordes immeasurably, and their day will be ruined.
- Get yet another Steggie and give him a Skink Chief as commander. His/it command ability lets you pick 1 SKINK unit per phase, wholly between 2" of range, and adds 1 to the attacks it can make with melee weapons. All Steggies, being crewed by Skinks, get this keyword, so you can trample all over your enemies with a little extra dinomight. Nice.
- Grab two Engines of the Gods. Remember the mantra of our enlightened Slann Masters: More Stegs, more fun. This will give you the needed support you lacked so far. The effects from Cosmic Engine will get tweaked, since the article says that now rolls of 4-8 heal D3 wounds to nearby units. This means that the single lazor beam or the dakka Whirpool will get modified. We only have to wait two weeks more, and the Engines will still rock, so no prob.
- The article here suggests you pick a Bastie with Solar Engine (but you can technically still use other Stega). This to use it in tandem with a new Command Ability: TROVE OF OLD ONE TECHNOLOGY. Per phase, a unit can use its Engines (Solar or Cosmic) once again. If Cosmic, this means it can heal
D62D3 wounds, or get another chance to shoot cosmic dakka to your enemies. If Solar, this means you effectively will shoot 18 attacks PER SHOOTING PHASE.
1970 POINTS OF SAURIAN STOMPS! This of course means some problems: you will not cover the whole battlefield, you relly on MONSTERS that get diminishing stats as they get hurt, and you will be slow as Nurgle after a nightover. They also say that you can try tweaking the list adding a Slann and some Star Skink (priest or seers, so maybe the seers will get a buff to make them actually viable, even for a meme list), but this list is just a paleo-sight to behold, and an inversion worth every single cent. And if you have played Total Warhammer II, you already know how satisfying is to send a herd of Steggies to wipe clean a horde of pesky ratmen.
Who knows? this might be the dawn of a new Stega-Meta!
Allied Armies[edit]
Stormcast Eternals only. Fluff-wise, it makes sense: Sigmarines hate Chaos as much as we do, share a connection to Azyr. Would make even more sense if those claims about Dracothion being Sotek are true.
- Bundo Whalebiter: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.
External links[edit]
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |