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.}}
{{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'''
===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]].
* The Lizardmen Citadel miniatures are truly the [[End Times]] survivors (space ship pyramids FTW); only 4 characters are out of printing: Oxyotl, Tenhenhauin, Skink Chief and Jungle Swarms, yet you can find Skink Chief and Jungle Swarm bits on flying cavalry/stegadon and Saurus Knights sprues respectively, and with some simple conversions you can make your own Oxyotl or Tenhenhauin.
* Excellent synergy. Your heroes will buff and buff [[your dudes]].
* Since they survived so well the End of Times, they have 27 different units available; most that any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness also survived really well).
 
* 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]].
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, all dinostopm, with tons of leaders buffing all of them. Simply you have many options available to choose from.
 
* 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]].
* Excellent synergy. Your heroes will buff and buff [[your dudes]].
* They have arguably 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 aggresive abilities, but the regular Slann got a massive buff on GHB 2017, more of this on Battle Traits and Battle Traits, making your regular froggies even more verstile than Kroak.
* The lowest bravery value of this army is 10. This guys will only run away if they are pounded to the ground.
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?


'''Cons'''
* 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]].
* None, they are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.
* Well, you could say that having the '''DAEMON''' keyword could be troublesome, but the vast majority of anti-daemon abilities are for '''CHAOS DAEMONS''', so the few and spare universal anti-daemon abilities are nothing to lose your sleep. Take this more as a trivia than a Con.
* Also, all of your heroes keep your units together; individually Seraphon units can pull of a fight but are not nearly as strong without a leader nearby, so expect them to be the prime target of your enemy.
* Only 1 unit in the entire army has a Rend characteristic greater than -1. (2 units, the salamander and the stegadon when at good wounds)
* While [[Awesome|Aztec lizardmen riding dinosaurs]] are surely dangerous enough, ironically they lack of reliable ways to deal mortal wounds outside their Slann. Not only that, they also lack ways to PREVENT mortal wounds. This is likely for balancing purposes, because they are [[Awesome|Aztec lizardmen riding dinosaurs]] and otherwise it would be overkill.
* They don't make for the best ranged army, even considering their binocular theropod vision. Yet again, this Age of Chargmar.


==Rulebooks==
**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.
The ''Seraphon Battletome'' has all the Warscrolls and Battations.
*This should be supplemented with the Seraphon ''Errata'' and ''Designers' Commentary'' from the [https://www.warhammer-community.com/faqs/ FAQs].
*Allegiance Abilities additional Battations are in the ''General's handbook 2018''.
*Replace all summoning rules with those in the General's handbook 2018.
*Matched play points are in the ''General's handbook 2018''.
*Alternatively up to date warscolls can be found in the ''WH AoS'' app. Warscrolls on the GW webstore match those in the Battletome.


As with all factions you'll want:
* [[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.
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the ''Core Book''.
*Games taking place in a Realm need the Realm of Battle rules from the ''Core Book''.
*In you want to take advantage of realm specific artefacts you'll need the Artefacts Of The Realms section from the ''Malign Sorcery'' book.
*Matched play battleplans are split across the ''Core Book'' and ''General's handbook 2018''.
*''All'' books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].


==Seraphon Warscrolls==
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?


Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
===Cons===


This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory and bound to be altered as the Battletome is released. Take everything with a grain of salt.
None.  They are [[Awesome|Aztec lizardmen riding dinosaurs]]. How in the actual fuck could they have a con.


'''Common rules'''
* 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.
Every saurus troop unit have the following common rules: Stardrake Icon (reduces bravey of nearby enemies), Wardrum (can move twice as long in the movement phase, but is unable to run or charge after), and every basic unit can have Stardrake Shields/Star-Bucklers (ignore rend unless is -2 or better).
* 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 '''SERAPHON''' allegiance and chose to take the '''SERAPHON''' allegiance abilities, it has the following rule:
If your army has a {{AOSKeyword|SERAPHON}} allegiance and chooses to take the {{AOSKeyword|SERAPHON}} allegiance abilities, it has the following rules:


'''Masters of Order:'''
*'''Warriors of the Stars and the Realms:''' You must pick if your entire army has The Coalesced or Starborne allegiance during list building.


'''SLANN WIZARDS''' in a '''SERAPHON''' army can attempt to unbind enemy spells and dispel endless spells that are cast ''anywhere'' on the battlefield, rather than being limited by the usual 30" range.
====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.


'''Contemplations of the Ancient One:'''
*'''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.


To go with the new spell lore from GHB 2019, at the end of your hero phase, 1 friendly '''SLANN WIZARD''' can swap their Seraphon Lore spell with another. Gives you a nice extra level of adaptability to battlefield conditions.
*'''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.


'''Lords of Space and Time:'''
*'''Scaly Skin:''' -1 damage inflicted for each successful attack against {{AOSKeyword|Coalesced Saurus, Monster}} and Kroxigor units. Just as tanky as you recall.


Once per turn, in your hero phase, you can pick one of your '''SERAPHON''' units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battle field and set up again anywhere more than 9" from any enemy unit (This counts as the unit's movement for the next movement phase). GHB 2019 removed the dice roll, so no more chance for a fun teleport and move. But then again, your lizards won't occasionally spend a turn staring at the stars either.
*'''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.
Carnos flanking for days to come and quick escapes for your heavily damaged Slann. Deep striking is kinda what AoS is all about. If you have any experience with it, you know how valuable it is.
**''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.


'''Celestial Conjuration'''
====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.


New summoning method brought in from GHB 2018. There are three ways to generate Celestial Conjuration points:
*'''Starborne Constellation:''' May pick the Dracothian's Tail or Fangs of Sotek keyword and ability.
#If your general has the '''SLANN''' keyword (so this can be Kroak if you want), then he can choose to forego one or more of his spellcasting attempts to give you 3 Celestial Conjuration points each time. Note that only the General can do this.
**'''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.
#At the end of your hero phase, if your general is a '''SLANN''' and is still alive, you receive 1 more Celestial Conjuration point.
**'''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.
#Also at the end of your hero phase, you receive d3 more Celestial Conjuration points if you have any Astrolith Bearers alive on the table. Note that you might have several Astroliths but you'll still only get d3 points a turn.


You can spend these points at the end of your movement phase to summon stuff from the following list. The unit has to arrive wholly within 12" of a friendly '''SLANN''' or friendly Astrolith Bearer, and more than 9" from all enemy models.
*'''Lords of Space and Time:''' Your {{AOSKeyword|Starborne Slann}} gain two special reactions:
Note that you can summon several units per turn if you've saved up enough points. Also note that while the General is the main source of conjuration points, if he dies you can still spend them to bring units in near the Astrolith or a different Slann.
**''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'''
'''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
Seraphon unit --- Cost
1 Dread Saurian - 40 points


1 Bastiladon --- 24
1 Engine of the Gods --- 30 (''Poor'')


1 Saurus Old-Blood on Carnosaur --- 24
1 Stegadon --- 28 (''Good'')


1 Saurus Scar-Veteran on Carnosaur --- 24
1 Bastiladon --- 24 (''Good'')


1 Stegadon --- 24
3 Aggradon Lancers --- 22


1 Engine of the Gods --- 18
10 Saurus Guard --- 22


3 Kroxigor --- 18
10 Saurus Warriors --- 20 (''Suboptimal'')


1 Saurus Astrolith Banner --- 18
3 Kroxigor --- 18 (''Excellent'')


20 Saurus Warriors --- 18
3 Kroxigor Warspawned --- 18


1 Skink Starseer --- 18
5 Raptadon Chargers --- 16


1 Troglodon --- 18
5 Raptadon Hunters --- 16


5 Chameleon Skinks --- 12
1 Spawn of Chotec --- 16


3 Ripperdactyls --- 12
5 Hunters of Huanchi with Dartpipes --- 12


1 Saurus Eternity Warden --- 12
3 Terradon Riders --- 12 (''Good'')


5 Saurus Guard --- 12
3 Ripperdactyl Riders --- 10 (''Good'')


5 Saurus Knights --- 12
5 Hunters of Huanchi with Starstone Bolas --- 10


1 Saurus Oldblood --- 12
3 Terrawings --- 8


1 Saurus Scar-Veteran on Cold One --- 12
10 Skinks --- 8 (''Good'')


1 Saurus Sunblood --- 12
===<span style="color:#00DDF3;">Command Traits</span>===
<tabs>
<tab name="Lords of the Temple-Cities">
{{AOSKeyword|Coalesced Slann}} only


10 Saurus Warriors --- 12
*'''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.


1 Skink Priest --- 12
</tab>
<tab name="Savage Commanders">
{{AOSKeyword|Coalesced Saurus}} only


1 Skink Starpriest --- 12
*'''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.


3 Terradon Riders --- 12
</tab>
<tab name="Starmaster Disciplines">
{{AOSKeyword|Starborne Slann}} only


3 Skink Handlers --- 6
*'''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.


10 Skinks --- 6
</tab>
<tab name="Celestial Attendants">
{{AOSKeyword|Starborne Skink}} only


1 Razordon --- 6
*'''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.


1 Salamander --- 6
</tab>
</tabs>


===<span style="color:#00DDF3;">Command Traits</span>===
===<span style="color:#00DDF3;">Artifacts of Power</span>===
There are nine traits for a '''SERAPHON''' General of an army with a '''SERAPHON''' allegiance that has chosen to take the '''SERAPHON''' allegiance abilities. You can choose one of three depending on which keyword your general has: '''SLANN''', '''SAURUS''' or '''SKINK'''. (If you roll for picking one; use a 1D3 instead of the regular 1D6).
One {{AOSKeyword|HERO}} in your army (+1 per additional warscroll battalion) may take a relic from the following tables:
====<span style="color:#00DDF3;">Slann Command Trait</span>====
This is the second part of the huge Slann buff from GHB 2017. All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances.
#'''Arcane Might''': Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most "generic" of the three.
#'''Vast Intellect''': The general can use the ''Curse of Fates'' and ''Summon Starlight'' spells from the Skink Starseer and Skink Starpriest warscrolls. This is quite great, honestly, given how unreliable the regular ''Light of the Heavens'' is. Casting both of them will let you summon a Mystic Shield or Arcane Bolt and all four of them are arguably way, way better than LotH. Yet, you might want to save some Celestial Points, so pick if you want to.
#'''Great Rememberer''': as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once. Teleport, as previously mentioned, is awesome. Doing it twice is just twice as awesome. In doubt, pick this one. There is now way this will dissapoint you.


====<span style="color:#00DDF3;">Saurus Command Trait</span>====
<tabs>
Sadly, Saurus generals didn't get that much love from GW this time around. They were slightly improved by the 2018 GHB though.
<tab name="Relics of the Warrior">
#'''Disciplined Fury''': Re-roll hit rolls of 1 for attacks made with the general's melee weapons.
{{AOSKeyword|Coalesced Saurus}} only
#'''Thickly Scaled Hide''': Re-roll saves of 1 for the general.
#'''Mighty War Leader''': If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 5+ you receive an extra command point. Quite possibly the one you'll want if you play a Saurus General, which will happen very rarely.


====<span style="color:#00DDF3;">Skink Command Trait</span>====
*'''Blade of Realities:''' One of the bearer's melee weapons improves its Rend and Damage by 1.
Fortunately, Skinks got more useful Command Traits than their beefier brothers. It's as if GW wants us to buy more Skinks than Saurus...
*'''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.
#'''Master of Star Rituals''': If the general is a Skink Priest, they can use Celestial Rites twice. If not, they learn said ability. This is a good ability for a Cloaked Priest, but it has to be properly re-worded for a Priest with Priestling Trappings. While this means a second chance to make a Ritual in case the first one was screwed, does that mean that the Ritual can stack? <s>Probably not, but still...</s> (No.  Dice can never be rerolled more than once.  It's in da roolz) Remember, your general has to be a '''SKINK''', <s>so this works with Trogs, Stegies and Basties.</s> your general has to be a HERO too which these monsters are not, although the Engine of the gods is. Have fun.
*'''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.
#'''Nimble''': Add +1 to the general's Move characteristic. Add +1 to its save if they are not on a mount. This way you wont be [[that guy]] who has a 2+ saving Bastiladon. As long as GW don't FAQ the Starseer' Palanquin as a mount, this is a useful trait for survival but not as good for buffing your army.
#'''Cunning''': If the general is at 3" of an enemy '''HERO''', on a 4 said enemy hero suffers 1 mortal wound. Unless mounted, you don't want Skinks in melee. Even mounted, it is still meh, unless its you Engine of the Gods.


===<span style="color:#00DDF3;">Artifacts of Power</span>===
</tab>
One HERO in your army (+1 per additional warscroll battalion) may take a relic from the following tables:
<tab name="Treasures of the Temple-Cities">
{{AOSKeyword|Coalesced Slann}} only


===<span style="color:#00DDF3;">Artifacts</span>===
*'''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.


*'''Zoetic Dial''' Roll a d6 at the start of the battle. On the turn that corresponds to the number you rolled, you can reroll your failed saves. If you roll a 6 you can choose which turn to use it. Not bad, but you have better options.
</tab>
<tab name="Vestments of the Priesthood">
{{AOSKeyword|Starborne Skink}} only


*'''Incandescent Rectrices''' Roll a dice the first time this model is slain. On a roll of 1 or 2, it is slain as normal. On a 3 or more it heals d6 wounds. <strike>If the model is not slain then you can move it up to 12", so long as it's more than 3" away from an enemy unit. Yep. 3 FUCKING INCHES! As you can imagine, this is especially hilarious in the combat phase.</strike> No more movement since GHB 2018, just healing. <strike> Stack Lord Kroak's rerolls on it for added fun! </strike> Well no more re-rolls
*'''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.


*'''Blade of Realities''' Adds -1 to the rend of a weapon your hero uses. Pretty good if used with a weapon that already has -1 rend and more than 1 point of damage, such as the Oldblood's Sunstone Spear or the Eternity Warden's mace. Otherwise, it's not worth it. If you want more rend you can do better with the Dimensional Blade or the Rune Blade from Malign Sorcery, either of which set your hero's weapon rend to -3.
</tab>
<tab name="Treasures of the Old Ones">
{{AOSKeyword|Starborne Slann}} only


*'''Light of Dracothion''' Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster within 15". Take this only if you expect a wizard heavy opposition. Otherwise, skip it. It's not like you're short on spellcasters anyway.  
*'''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.


*'''Coronal Shield''' At the start of the combat phase, roll a d6 for every enemy unit within 3". On a 4 or higher, that unit gets a -1 to hit for the rest of the combat phase. If you're using a Carnosaur Hero as your general and you're facing hordes of low accuracy enemies, this is probably a better choice than the Retrices. Also note that it can be used in either combat phase.
</tab>
</tabs>


*'''Prism of Amyntok''' Once per battle, at the start of your movement phase, you can target an enemy unit within 12". On a roll of 1 it is struck with 1 mortal wound. A roll of 3-5 inflicts d3 mortal wounds and on a roll of 6 strikes d6 mortal wounds. Great if used in conjunction with <strike>Smite</strike> Arcane Bolt to kill Heroes. One use only though...
===<span style="color:#00DDF3;">Seraphon Spell Lore</span>===


===<span style="color:#00DDF3;">Seraphon Spell Lore</span>===
====Lore of Celestial Domination====
'''STARBORNE SLANN''' only:


*New in GHB 2019! 
#'''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.


*'''Celestial Apotheosis'''
====Lore of Celestial Manipulation====
CV5, 1 visible friendly unit wholly within 18" heals 1 wound, and gets an aura giving enemies within 3" -1 Bravery.
'''STARBORNE SKINK''' only:


*'''Claws of Glory'''
#'''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.
CV6, 1 visible friendly unit wholly within 18" can re-roll hit rolls of 1 until your next hero phase.
#'''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.


*'''Walk Between Realms'''
====Lore of Ancient Domains====
CV6, 1 visible friendly unit wholly within 18" can fly until your next hero phase.
'''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).


*'''Meteoric Convocation'''
====Lore of Primal Jungles====
CV7, pick 1 visible enemy unit within 24". Roll 8 dice, for each 5+ they take 1 mortal wound.
'''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.


*'''Mystical Unforging'''
==Warscrolls==
CV8, pick 1 visible enemy <b>Hero</b> with an artefact of power within 12". They take D3 mortal wounds and on a 5+ their artefact no longer has any effect.
===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.


*'''Stellar Tempest'''
*'''[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.
CV8, pick 1 visible enemy unit within 24".  Roll a dice for every model in the unit, for each 5+ they take 1 mortal wound.
**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!


===Named Characters===
====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.


*'''Lord Kroak:''' Kroak is still strong despite being nerfed due to errata. For starters, the big guy doesn't have an exact number of wounds. During the Battleshock phase, roll a die and add the amount of wounds he suffered in the turn. If it's higher than his Bravery, he is <strike>dead</strike> unconscious for the rest of the game. Otherwise, he heals all wounds. This makes him essentially immune to anyone attempting to chip away at his wounds over several turns. In addition, if anything would flat out kill him, he instead takes d6 mortal wounds. He has two unique spells: Celestial Deliverance allows him to inflict d3 (3 on Chaos Daemons) mortal wounds on up to three enemy units within 10" <strike>Even though their order battletome states it can be cast 3 times, errata states the rule of one supersedes this and can only be cast once</strike> due to the core rules faq errata warscrolls and alligiance abilities takes precedence over core rules, while Comet's Call inflicts d3 mortal wounds on d3 (d6 if you rolled 10+ when casting) units of your choice. D3 mortal wounds... on up to any six enemy units. This spell has a global range, and only a small handful of units can shrug off mortal wounds. And now characters cannot join units. You know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that's a kill. The enemy is a Vampires player with an annoying necromancer who'll summon a bunch of reinforcements? Comet's Call. Your enemy general has a really devastating Command Ability? Comet's Call. Kroak is basically an assassin who traded his sniper rifle for small meteors and he can be devastating from the first turn if you capitalize on this. In addition, in a game where the average number of spells a wizard can cast is one per turn, Kroak can cast four. FOUR! <s>And, like any Slann, he can summon basically any unit in the army. FOUR TIMES!</s>NO MORE SUMMON SPELLS One casting of Comet's Call, <s>then up to three summoned units to reinforce your army</s>AGAIN and better defend you battle line, and Kroak is one scary bugger. And if you're thinking that a dead body would make a poor general, think again. His command ability let's Kroak see the freakin' future, allowing you to alter fate with some sweet rerolls. This has you roll three dice, for every roll that is a four or higher you get to reroll ANY single dice. Rolled a one on a Deadly terrain feature and your Carnosaur died instantly? Reroll that. Failed to wound an enemy monster that had one wound left? Reroll that. Failed casting Comet's Call? Reroll that too! You can even reroll the initiative roll that decides who goes first in the next turn, so always keep one reroll spare just in case. <s>EDIT: Kroak is significantly less useful after the General's Handbook FAQ clarified his special rule on Celestial Deliverance still can't be cast multiple times, even though the rule seems to have built with this in mind.</s> Not anymore! The FAQ has clarified you can cast Celestial Deliverance multiple times again!
*'''[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.
**Changes to his command ability have got rid of the re-rolls.  Now, you spend your command point to roll 3 dice and gain a command point for each 4+.
** '''Kroaknado''' A popular and absolutely hilarious strategy thanks to the advent of Endless Spells. Set aside the points and put Kroak on top of a Balewind Vortex with Chronomatic Cogs nearby. Kroak now throws a whopping '''6 spells per turn with an extra 6" to the range!''' Just going off of his base spells, that gives him 3 Celestial Deliverances, Comet's Call, Arcane Bolt and an Arcane Shield each turn. Very few things are likely to survive turn 1 with this beast on the table. But if you're playing with the Realm of Battle rules, this combo jumps from "Dick Move" to "I didn't really want friends anyways"; Throw more mortal wounds around in Aqshy and Chamon. Make Kroak into a total tank in Ghyran. Debuff your enemies something fierce in Ulgu... but for maximum fun, play against Daemons of Chaos in Hysh. Exorcising Beam+Celestial Deliverance+Comet's Call+Arcane Bolt= 4d6+1d3+1/1d3 Mortal Wounds! Ribbit Ribbit mothafuckas!


===Slann===
*'''[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.
*'''Slann Starmaster:''' 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 two powerful battle traits backed up with a choice of three strong command traits, expect to see this guys everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, gives every fellow Seraphon within 10" the ability to fly and reroll saves in the Shooting Phase, can move constellations allowing either rerolls 1 to hit, add 1 to every spell casting attemt or add 1" to run and charge; you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock tests on 2d6, keeping the highest if it's a Chaos Daemon or the lowest if it's a Celestial Daemon (read: a Seraphon/Lizardman/whatever); pretty unreliable, since it only affects battleshocks for '''DAEMON'''s; every single one of them has a natural 10 Bravery, so you will start to have bad battleshocks only with a heavily debuffed unit, and worst of all, Chaos Daemon troops regularly have standards to return more models on rolls of 1, which you can't never really guarantee even with this spell. <s>He can also summon any non-Slann unit in the Warscrolls,</s> NEW EDITION COMING, SUMMONING SPELLS IS A BIG NO-NO NOW; GHB2018 WILL HAVE NEW SERAPHON SUMMON RULES and can cast through any Skink hero and Troglodons rather than only through Priests.


===Saurus units===
*'''[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.
*'''Scar-Veteran:''' (12 Summon points for a Cold One, 24 Summon points for a Carnosaur) Either on Cold One or a Carnosaur. If he takes a Cold One he can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+) while allowing rerolls on 1 to charge and to hit to every Saurus within 8" and giving an extra attack to Cold One Cavaliers in the same range. The Carnosaur is the big show.  The Carnosaur allows any Saurus unit within 15" to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks get +2 to hit if he targets a monster he already <strike>wounded</strike> hit successfully with both his claw attacks in the same turn. In addition, if his bite attack kills an enemy model he can run and charge in the same turn for the remainder of the game and can make D3 models flee from an enemy unit within 8" in the Battleshock Phase <i>regardless of whether the test is passed or not</i> (you just have to roll over their battleshock roll not counting bonuses)This is a decent ability against most, but send this guy against some kind of elite multi-wound units like brutes, ironguts, or storm fiends, and they will dove over the table trying to kill you after all three of their hyper elite carry units run).


*'''Saurus Sunblood:''' (12 Summon points) Living avatars of <s>Dracothion</s> Sotek, the Sunblood is a dedicated combat hero that hits shit with his shield and hits even harder with his club. He's pretty good in combat as he deals a total of 7 attacks before his special ability. If he rolls a 6 to hit, that attack becomes d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15" of the Sunblood. He then tells his troops "fuck that unit up," which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.
*'''[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.


*'''Saurus Oldblood:''' (12 Summon points on foot, 24 Summon points for a Carnosaur) Either on foot or on a Carnosaur. On foot he has a Stardrake Shield (ignores rends unless its -2 or better) and FOUR different weapon options (please refer to his warscroll); he also allows every Saurus within 5" to reroll 1s to wound and his command ability allows every unit within 10" to rearrange themselves. Aside the potent Carnosaur abilities, he loses his Stardrake Shield and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18", kinda regular profile, with -1 Rend and 1 damage, but get +2 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, 3+ to hit and wound, -1 rend and D3 damage). His Command ability can be quite stupid: pick a weapon from ANY Seraphon Hero from your army at 20" or less from him (doesn't clarify if it can be its mount if it has one). Add 2 attacks to said weapon. Considering how almost EVERY melee Seraphon Hero has already TWO OR EVEN MORE ATTACKS and that THE WORST TO HIT OR TO WOUND ATTRIBUTE IS 4+, you can make a Heroic Wrecking Ball with this. Scar-Veterans on any presentation are your best option to abuse this; on Carnosaur they can get 8 attacks with their Warblades or Spear, on Cold One they can get 5 attacks plus 2 possible extra sets for his ability. They all move at 10". Just use your Oldblood on Carno, fill the Behemoths cap with Scar-Vet on Carnos and then fill the Leader cap with Scar-Vets on Cold Ones. Be ready to be [[That guy]].
====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.


*'''Saurus Astrolith Bearer:''' (18 Summon points) A Scar-Veteran with a totem. It allows any Seraphon wholly within 12" to reroll failed to hit and also gives +1 to casting spells and +8" to spell ranges which are all extremely desirably abilities (combine this with a unit of Temple Guard that hit on 3+, and laugh as your formerly I1 get revenge on those pesky elves, HOW DOES IT FEEL BEING HIT WITH REROLLABLE 3+ TO HITS, YOU PONCES!?,). 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. So, you can use Lords of Space and Time to teleport your Astrolith wherever you want, and then summon out of it, up to and including dropping Carnosaurs 9" behind juicy enemy battleline and other just as planned goodness, and all without risking your invaluable Slann. Have fun.
*'''[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).


*'''Saurus Eternity Warden:''' (12 Summon points) Saurus Guard-type hero, wields a big fuck-you-stick that is pretty good on its own, but ultimately you're taking him to bodyguard your Slann and buff nearby Saurus Guard. All nearby Guard units gain +1 Attack with their polearms. And yes, this stacks with the battalion to give them D3 damage. Ouch.
*'''[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.


*'''Saurus Warriors:''' (12 Summon points for a unit of 10, 18 for a unit of 20) Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they're 30+. Nice. Shit, take these guys if you can't afford temple guard otherwise these are nothing more than summoning fodder. That said, while they're weaker than Temple Guard undeniably, they are much easier to summon. You can summon twice the number of Warriors than you can Temple Guard, making them a much more desirably choice for reinforcements as they'll give you twice as many wounds.
*'''[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.
**Alternative opinion: Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 10, 5+ Save that doesn't get affected by -1 Rend, two attacks each, and guaranteed "Run" move of 5", they're rock solid. Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to [[get shit done]]. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won't be disappointed.
** [[Tiktaq'to]] and Zwup live on!
** Does NOT have rocks himself in the rules, unless that was an oversight on GW's part.  


*'''Saurus Guards:''' (12 Summon points for a unit of 5) Nice to guard any hero, giving the saurus guard +2 Bravery and +1 Save as long as they are within 8". SG hit and wound on 3+ with their halberds, make two attacks apiece, and rend at -1, plus those bite attacks that are can make for one or two extra wounds, they hit very very hard. Unfortunately they can only be summoned in groups of five, so they make poor reinforcements. Note: These guys last long as shit against anything not designed for mowing down infantry thanks to the above rules. There is even a video in which a single temple guard lasts four rounds with a runeson on magmadroth, the first two rounds completely solo.
*'''[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...
Sadly, this guys only have one wound per model, and they come in units of multiple of 5, so better give them an anti-magic umbrella if you want them alive, or simply don't bring them if you expect heavy MW opposition.


*'''Saurus Knights:''' (12 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools. If armed with spears, a 6 to wound inflicts a mortal wound along with the eventual regular wound (when charging). Taking a Stardrake Icon makes nearby enemies that test Battleshock suffer -1 to the roll while taking a Wardrum lets them double their movement, but now can't run or charge. On top of that, you can also take shields, enabling them to ignore any rending below -2.
*'''[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.
Weirdly enough, this guys act more akin to heavy infantry with a nice movement rather than cavalry: with 2 wound per model, and a nice rule for bonus damage while charging, the might sound like your regular cavalry until you notice their 7" move. They are as fast as Skinks. That's amazing for infantry, but not really if you are they only non-heavy cavalry of you army. Dark Aelves Cold Ones (well, "technically" Drakespawns now) run just as fast ar your regular cavalry. Stegadons and Carnosaur are ironically faster than them, so either they are slow cavalry for their old looking models, or those damn riders are just that fat.
** 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!


===Skink units===
*'''[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.
*'''Skink Starseer:''' (18 Summon points) The new generic [[Tetto'eko]]. Mostly useful as a utility-mage. Has an ability <s>where you can place down a dice with a secret number and your opponent has to guess it. It's basically a minigame of Liar's Dice, you get the number you pick as rerolls, but if your opponent guesses it, they get them instead</s> at the start of each of your turns, roll a D6. On 2+ you gain a command point, on a 1, enemy gains a command point. Also has a cheap and dirty spell to grant you the ability to increase or decrease a dice by one. <s>This guys are quite dangerous on their own right: '''being able to change up to 12 rolls''' (in different manners) '''on each turn ''per Starseer'' can result in a disaster for your enemy'''. [[Just as planned|Out-Tzeentch Tzeentchian armies with this guys]]</s> Thank you, GW, for nerfing this little guy to uselessness.


*'''Skink Starpriest:''' (12 Summon points) 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 that use their bites and roll a 6 to wound to double the damage, and his special spell, which can either reduce any hit rolls made on a fellow Seraphon unit by 1 or reduce the hit rolls of an enemy unit by 1 (And also dealing d3 damage to Daemons as well because fuck'em). If you take one, they won't <s>quite</s> replace a Slann, <s>but they can certainly take the burden of sorcery off them.</s> ... BUT they can definitely cast/dispel another Endless Spell per turn! And they also act as an extension to the Slann's range when casting spells.
===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)


*'''Skink Priest:''' (12 Summon points) Allows a unit within 8" the ability to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Trappings (allowing the aforemented ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6" Move with fly, plus a 3 shot missile weapon with decent rend). Really both can be very effective.
*'''[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.


*'''Skinks:''' (6 Summon points for a unit of 10) They get a +1 to hit in Shooting Phase if the unit has 20+ models that becomes a +2 if they're at 30+, and can retreat when charged. They are stupidly fast for infantry and not that squishy because their shields, unlike the plenty of skirmirshers of the game. That last hit-and-run tactic should not be overlooked because in AoS even if you get charged, your enemy has to decide on it's alpda strike. Do they deal damage to your annoying Skink unit that can flee, or do they prioritize dealing with your high value targets. Great for mind games. One of the underrated rockstars.
*'''[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.
** The standard box comes with the pieces to build 24 Skinks, though with a bit of kitbashing, you can turn those 4 extra into a team of Skink Handlers and a Priest.
**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.


*'''Chameleon Skinks:''' (12 Summon points for a unit of 5) As said before with Oxyotl, they can teleport around instead of moving. Also, scenery gives them a 3+ save (doesn't stack with the normal terrain bonus), and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit.
===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.  


*'''Terradon Riders:''' (12 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 every scored hit into d6 wounds, they can reroll hit and wound in close combat (but by doing so they're considered not flying until next turn) and the champion can get a sword that rerolls failed hits against flying units.
*'''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.


*'''Ripperdactyl Riders:''' (12 Summon points for a unit of 3) The other one. They have the same gliding ability as Terradons, but lose the rocks and the bolas. In exchange, their beak attacks [[Dreadnought#Chapter Specific Dreads|keep rolling to hit until they fail]]. Also the Blot Toad is still here and it's scary. Instead of making one attack with those beaks against a toad-infested unit, they make three. And each hit grants another attack. Six of these guys make for 18 attacks with theoretically infinite more on the way. Nasty.
*'''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.
**Does anyone know how the toad works if the unit is summoned since you are supposed to place them in the first hero phase for every unit of these guys you have. If you summon them later do you place it then? --no, summoned units will not have an accompanying Blot Toad.
**NERFED: errata now hit them hard, as each successful hit roll now grants d3 successful hits, instead of the old rule.


*'''Skink Handlers:''' (6 Summon points for a unit of 3) Weak as heck lil' guys with goads that automatically wound on a to hit roll of 6. However, they synergize well with some of the monsters, which will be discussed below.
*'''[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.  


===Other===
*'''[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.
*'''Salamanders:''' (6 Summon points) Fucking hell, these guys are deadly. They only make a single shooting attack now rather than using a template, but that shot hits and wounds on 3+ and does D6 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit unit rolls a die at the end of the shooting phase, on a 4+ they take d3 ADDITIONAL MORTAL WOUNDS. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. When within 3" of a Skink handler, their fire breath goes from 8" to 12".


*'''Razordons:''' (6 Summon points) Another ranged unit, Razordons make 2d6 attacks at 12" which gain rending -1 within 6". In addition, on a roll of 4+ they can OVERWATCH CHARGING UNITS. If a Skink handler is within 3", they reroll 1s to hit, which means they only miss on 2s. Nice. Might make a nice wall to march in front of your other units.
*'''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.


*'''Kroxigor:''' (18 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can take a moonhammer, instead gaining attacks equal to all enemies within its 2" range. If their bite successfully wounds an enemy they have a chance to latch on. You roll off with your opponent. If they win, nothing happens but if you win you cause mortal wounds equal to the difference in the roll (meaning your opponent technically wins ties). <s>It appears that these mortal wounds only apply to the model wounded by the jaws, however, meaning they won't spill over onto the unit</s> rule states 'target', and as is normal in AoS, attacks target units, not models. No one is going to argue that the Mortal wounds don't spill over when normal wounds do. If any Skink unit is within 3" of the Krox, they can reroll failed to wound results of 1.
*'''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.


===Monsters===
*'''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.
*'''Engine of the Gods:''' (18 Summon points) Replaces everything we said about the Priest from above with a fucking Triceratops and a table: you roll a number of d6 that depends on how many wounds he still has (3 usually, 2 if he suffered 5+ wounds, 1 if he has only one wound: a Slann within 10" allows you to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon ''any unit from the Seraphon Warscrolls, Slann included'', and even stop time which forces the opponent to skip a turn (though you must scream ZA WARUDO at the top of your lungs if you ever roll this effect. Not an in-game rule, but still.) It's totally random, but almost all of its effects are deadly as fuck. It's a bunch of skinks on a GIANT DINOSAUR! Why aren't you playing it? EDIT: Rolling an 18 on the table has been updated and no longer grants a second turn, instead it gives all of your units double movement and attacks. Still good, but not quite as cool.
** NEW EDITION UPDATE: New FAQ updated the result when you roll a 14-17. Now you're forced to choose between 10 Saurus Warriors, 20 Skinks, 3 Terradons or 3 Ripperdactyls.


*'''Stegadon:''' (24 Summon points) A monster that buffs skinks and isn'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. What makes it stand out most is its Sunfire Throwers. Remember those giant blowpipes? Yeah well we replaced the darts with FIYAAAA! Basically they're now flamethrowers, and they make a single attack for every enemy within range. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that's a lot of attacks. And really, what's more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing.
*'''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.


*'''Bastiladon:''' (24 Summon points) A crazy tanky monster that ignores rend and can even ignore mortal wounds. It has a GIANT CRYSTAL POWERED LASER on its back or can send out snakes in an AoE for point defense. However, this is a ranged beast. 20" range, 2d6 attacks with -1 rend that do 2 damage? Yes please! Oh and by the by, the Bastiladon is a true monster of a tank. Seriously, have a wizard mystic shield for re-rolls on armour saves of 1 or have a skink priest give it rerolls to all failed armour+* saves. A  rerollable 3+ armour save that cannot be reduced by ANYTHING (Not entirely true.  Bastiladons ignore rend, they do not ignore modifiers to their save rolls from other sources - for example, Festus the Leechlord has a spell that straight up gives you -1 to your save rolls for the rest of the battle). And they are one of the few monsters that don't have a damage table, so none of its attributes get worst the more damage they get. Fuck.
*'''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.


*'''Troglodon:''' (18 Summon points) No longer the loser it was in WFB. Has the ability to use both range and melee decently. Its skink oracle rider can even unbind magic! Can be hilariously fast, since its ranged attack gives it a +3 to charge distance if it charges a unit it wounded. It gets a bunch of decent attacks in melee and causes enemies within 8" to subtract 1 from their bravery. Cool sculpt, jack of all trades, master of none tho, it might have uses here and there, but usually you sadly still find someone who does the job better. Thankfully it is the cheapest of the dinos available, so it could make up a nice filler piece.
===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.


{{anchor|FWDread}}
===Behemoth===
*'''[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-Dread-Saurian.pdf Dread Saurian] (Forge World)''' (40 Summon points): so you have more gold than an entire Starhost and want to show it? fine, do it. What you get from 420 points and 3 kilograms of resin you ask? well, at max healtH... 10" move 16 wounds and save +3, Gargantuan Jaws (2"/3x/3+/3+/-2/FUCKING 6, NO D6, STRAIGHT 6), Raking Claws (2"/10/3+/3+/-1/1) and Armoured Tail (1"/1/4+/3+/-1/D6). [[Meme|NOW DAT'S A LOTTA DAMIDGE]]. Seriously, the killing power of this thing makes Khorne angrier with envy and gives him a whyboner. You could eat 3 fucking heroes on foot with this guy (assuming your enemy is stupid enough to allow him to do that). Re-roll 1s at hit and wound monsters, heal D3, -1 Bravery at 12" aura, and a nice little buff to Skinks, making them not to take battleshock if they are at 24" of this baby-boy. Like if you need one of those with default +10 Bravery. You could fuck Archaon up and be the new Everchosen as well. Take it with Kroaknado because who needs friends anyway.


==Battalions==
*'''[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.
===From Battletome Seraphon===
**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.
*'''Sunclaw Starhost:''' (520pt. min.) A Sunblood grabs 3 packs of Saurus Warriors.  They all get an extra attack on their bite and their weapons gain -1 rending and 2 damage against daemons. Meh. Least it's easy to build.
**Alternate opinion, while this Battalion is mediocre, not only will you almost certain already have the units for it, extra attacks are always useful, but the most important bit is it's the base for much better Fangs of Sotek Battalion, so build it so it's always on hand!


*'''Eternal Starhost:''' (530pt. min.) An Eternity Warden grabs 3 packs of Saurus Guard.  All Guard gain +1 to their save when near the Warden and if they don't move, their polearms get d3 damage. This benefit still works even if your Saurus Guards pile in in the Combat Phase. Since the Guards already have 4+ saves, when they get close enough to the Warden they increase it to 3+, and then, the battalion increases it again to 2+. Keep in mind, however, that they still die quite fast to Mortal Wounds.
*'''[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.


*'''Firelance Starhost:''' (490pt. min.) A Scar-Vet on a Carnosaur or Cold One leads 3 packs of Knights.  Any Knights near the Hero add +3 to their charges and if they roll a 6 to wound with their Celestite weapons following that charge, it becomes Mortal, which also stacks onto the rules for spears. This can be scary.
*'''[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.


*'''Shadowstrike Starhost:''' (520pt. min.)A Skink Starpriest or a Skink Priest takes two units of the following list: Skinks, Chameleon Skinks; as well as one unit of either Terradon Riders or Ripperdactyl Riders. You get three abilities: '''Stealthy Advance''': You roll 2D6 for every unit in this battalion after setup and move it up to at most these inches. '''The Trap is Sprung''': Your Priest picks a visible enemy unit and marks it in your hero phase. All units in this battalion reroll hit and wound rolls of 1 against that unit until your next hero phase. '''Strike from the Skies''': Instead of setting up your Terradon or Ripperdactyl Riders, you can hold them in reserve and set them up in any of your movement phases at least 3" away from any enemy. The unit will add 1 to their wound rolls in the following combat phase. It might be a good idea to pick Ripperdactyl Riders instead of Terradon Riders for their superior melee stat and the toad rage ability (since they can swoop down right next to the toad).
===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.


*'''Thunderquake Starhost:''' (750pt. min.) this one's got a lot of variety for a formation.  First, grab a Troglodon or Engine of the Gods.  Then take two of any combo of either Stegadons or Bastilodons.  And to top it off, grab either Kroxigor or a Salamander/Razordon with Handlers.  The biggest Unit (Troglodon/EotG) and anyone nearby can either gain re-rolls to hit/charge or re-rolls to wound/save. To make this even more insane, everyone here heals a wound in the Hero phase, upping to d3 wounds when next to a Slann.
===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.


==Super-Battalions==
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.
===From Battletome Seraphon===
*'''Starbeast Constellation:''' (3570pt. min.) An Oldblood (On foot or Carnosaur) and a Starseer add in every other Starhost, making a massive Strike Force Ultra. Aside from every other bonus here, <s>the Oldblood also gets the ability to use his Command Ability at all times while also enabling anyone within 20" to use theirs as well.</s> New edition rules change introduce command points to use command abilities, so the Battalion's ability now gives you D3+1 command points at the beginning of the battle


===From General's Handbook 2017===
==Battalions==
*'''Fangs of Sotek:''' (1090pt. min.) Consists of an Oldblood on Carnosaur (lets face it, you already have a load from the Start Collecting sets) a Slaan Starmaster, and a Sunclaw Starhost, this gives every unit but the Slaan +3 move on the first turn.. You can also take up to FOUR other Battalions (choose from Sunclaw, Firelance, Eternal and Thunderquake Starhosts) with this (as well as any other Seraphon unit) and, gain 1 extra command point at the beginning of the battle if the oldblood is around. If he's around and you started the game with the max battalions in this you get D3 instead.
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.


*'''Dracothion's Tail:''' (830pt. min.) A Slann alongside a Firelance Starhost and up to 4 other Battalions chosen between Sunclaw, Firelance, Eternal and Shadowstrike Starhosts plus whatever you want, gain an extra command point on a 4+ every hero phase as long as the Slann is around. If the battalion started with the maximum number of battalions contained in it, gain one on a 2+ instead. Half of everything in the Battalion can go in the reserves and deepstrike within 18" from the Slann. You can deepstrike more than one unit per turn, but not two units of the same kind. Deep strike that Dread Saurian. You know you want to.
*'''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.


==Army Building==
*'''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.


(''Note: '''''WE NEED TO UPDATE THIS LISTS. THEY ARE 4 YEARS OLD BY NOW'''''the point here is to share ideas to build an army on 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>'')
== 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.


===Buying tips===
==Army Building==
===Start Collecting!===


Arguably the best way to start your army, is get two Start Collecting! boxes.
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.
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.


From there, you can take many different choices, thanks to how wide is the Seraphon range.
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.
 
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 latests editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.


The Thunderbeast Host bundle from GW is also a good way to save around 15% worth in the big boys of the faction: 2 Stegadons, another Carno and one flying unit.
'''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.  


An honorable mention to the Arcane Heroes bundle for Silver Tower: it has a Skink Starpriest, and if you have a friend who could use the other heroes of the kits, or you yourself have another army or small force, its a good purchase.


So, yeah, you have quite few options to get some Seraphon miniatures in easy to get blocks. '' -Hold on, hold on, are you sure this is [[GW]]?''
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.


===Matched points===


Fortunately, Seraphon have a wide array of units, and everyone is viable.
Fortunately, Seraphon has a wide array of units, and everyone is viable.


From a single Start Collecting! you get:
From a single Start Collecting! you get:


* 100 points from 10 Saurus Warriors.
* 90 points from 10 Saurus Warriors.
* 90 points from 5 Saurus Knights. **points updated!**
* 100 points from 5 Saurus Knights.  
* 160 points from a Troglodon OR 240 from a Saurus Scar-Veteran on Carnosaur OR 260 from a Saurus Oldblood on Carnosaur. **points updated!**
* 260 points from a Troglodon OR 210 from a Saurus Scar-Veteran on Carnosaur OR 230 from a Saurus Oldblood on Carnosaur.
*''Total:'' 420 points using a Troglodon OR 480 points using a Scar-Veteran on Carnosaur OR 540 points using an 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: 100 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), 100 from using the free Saurus Oldblood on foot if you buildt a Troglodon and 100 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold Ones bits if you are allowed.


NOTE AND UPDATE: with general's handbook 2017, every Seraphon unit received an huge discount (Balanced by the fact that their awesome warscroll battalion now cost a lot more). This mean you now can field both a Trog and and Oldblood on Carnosaurus using units in two Start Collecting boxes. Exactly, both. Have fun supporting and attacking with Oldblood and Troglodon while receiving the screening from Warriors and Knights, have fun! A lot!!
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.===
===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 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 gives you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.
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).
* 20 Saurus Warriors (Battleline).
* 10 Saurus Knights (Battleline).
* 10 Saurus Knights (Battleline).
Line 331: Line 407:
* Troglodon (Behemoth).
* Troglodon (Behemoth).


This uses exactly 1000 points.  
<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 heavy focused melee list.
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 stead approach, and the Scar-Vet is generally more offensive.
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 20 on the same unit, but this will last just one turn or even less. Bring them along your Saurus Oldblood on foot if you are using him as your general.
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 7". Use them as flankers and alongside your Scar-Vet if he is 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 succesfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taked so much damage, it can be able to deal 15 wounds on melee), it has its own roar that substracts 1 from enemy Bravery and, most importantly, can unbind one spell just like if it was a wizard (something this list lacks).
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.  
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.
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.
Line 356: Line 433:
* Scar-Veteran on Cold One (Leader).
* Scar-Veteran on Cold One (Leader).
* A Firelance Starhost (using the Cold One Scar-Veteran)
* A Firelance Starhost (using the Cold One Scar-Veteran)
* Saurus Oldblood on Carnosaur (Leader/Behemoth).
* Saurus Oldblood/Scar-vet on Carnosaur (Leader/Behemoth).
* Saurus Oldblood on Foot (Leader)
* Saurus Oldblood on Foot (Leader)
* Troglodon (Behemoth).
* Troglodon (Behemoth).


This alone costs 1340 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.
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, lets assume you also got a Thunderbeast Host kit, now add:


* An Engine of the Gods (Leader/Behemoth).
Now, add:
* 1 Stegadon (Behemoth).
* 3 Terradon/Ripperdactyls Riders.


This will costs 1980 points, or 2000 if you play a Sunblood instead the Oldblood on foot.  
* A Stegadon (Behemoth).
* A Skink Priest/Starpriest (Leader). (use the priest model from the Stegadon kit)
* 1 Slann(Leader).


Other option is use a Skink Priest or Starpriest instead the Oldblood on foot: you will have one spare Priest from building a Stegadon anyway, and with some convertion you could use your spare Oracle as one of those two. You can get a Starpriest if you wish, its a nice little sculpt.
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 ranged options.
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.
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.
Line 378: Line 453:
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.
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 Thunderbeast models are great supportive options: the Engine of the Gods speaks for itself and the Stegadon can deal a good amount of AoE or single target damage. Both of them should be keeping distances when not overly necessary, but can be dangerous when charging towards the enemy. The flying cavalry is quite useful. Terradons should be prefered by virtue of their ranged attacks, while the Ripperdactlys can dish out important damage for evasive but fragile enemy units.
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 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 cheap wizard that can help your units with magic.
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!
As a bonus, deploying this whole army should be a sight to behold!


===2500 pt.===
====[https://www.warhammer-community.com/2020/03/05/stegageddon-the-final-form-of-listbuildinggw-homepage-post-2/ STEGAGEDDON]====
Here the core tax is 1 '''Leader''' and 4 '''Battleline''' units, you can have up to 8 '''Leaders''', 5 '''Artilleries''' and 5 '''Behemoths'''. Your minimum tax is 320 points ; 4 10-units Skins and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest or Skink Starpriest.
'''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".


From the previous example list, not much more to add here.  
# 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]]'''.


If you picked a Sunblood, you could get third Warriors unit and upgrade them to a Sunclaw Starhost. Add a Slann Starmaster is a fantastic idea; 3 spells/unbinds, can cast through skink heroes and Troglodons at 15" away and buff your whole army.
'''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.


This costs 2440 points. If your place allows older scrolls, you could pick a Skink Chief to close at 2500.
Who knows? this might be the dawn of a new Stega-Meta!


==Allied Armies==
==Allied Armies==
Stormcast Eternals, that's all these guys get
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.
 
===Mercenary Companies===
With the inclusion of Mercenary Companies in GHB2019, These guys now have slightly more allied unit options.
*'''Blacksmoke Battery:''' With these guys, your [[Awesome|Aztec lizardmen riding dinosaurs]] become [[Awesome|Aztec lizardmen riding dinosaurs with guns and a chopper]]
*'''Greyfyrd:''' The Fyreslayers ally you never had, essentially.
*'''Grugg Brothers:'''
*'''Gutstuffers:'''
*'''Nimyard’s Rough-Riders:'''
*'''Order of the Blood-Drenched Rose:''' Excellent calvary unit to go with your already excellent cavalry units.
*'''Rampagers:'''
*'''Skroug’s Menagerie:'''
*'''Sons of the Lichemaster:'''
*'''Tenebrous Court:'''


==Legacy / Unsupported==
*'''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.
*'''[[Kroq-Gar]]/Saurus Oldblood on Carnosaur:''' Remember how Kroq's gauntlet was a bound spell and could just be dispelled easily, it wasn't really that effective and just ate up power dice that could be used elsewhere. Well now instead of a magic spell, his gauntlet is a missile weapon, so now it's as dispellable as an arrow to the face, which is to say not at all. Now he makes D6 shots that hit on 3+ and wound on 4+, a nice little addition that lets him soften up enemy targets before he charges. He wounds on 2+ against Chaos Daemons, however, making his gauntlet actually pretty dangerous against a Greater Daemon or Daemon Prince. In addition, it rends at -1! However what you really want Kroq-Gar for is Grymloq. See that enemy monster over there? Well, if Grymloq hits with both of his Clawed Forelimbs attacks (3+ to hit at full wounds and he doesn't need to wound,) then Grymloq pins the monster to the ground and his Massive Jaws attacks hit on 2+ rather than the normal 4+. Oh, and those Massive Jaws have five attacks, rend and cause 3 damage each rather than the D3 that regular Carnosaurs cause. That's a maximum of 15 wounds from the bites alone, and it's easily feasible to have all of the bite attacks hit with a pin. To make him more deadly against those big-wounds monsters, literally every attack except for those shooting attacks can have more than 1 damage and all but the Clawed Forelimbs rend. Kroq's spear does D3 damage, the Forelimbs do 2 damage, and all attacks but the Forelimbs rend at -1. Bang. In addition once they cause a wound, Grymloq enters Blood Frenzy which lets him run and charge, helping you hunt down those monsters even easier, chase down puny enemy heroes, or even just smash into enemy lines to give support. Unfortunately against normal enemies, Grymloq has a harder time hitting with his Massive Jaws compared to the regular Carnosaur, hitting on 4+ rather than the normal 3+, though he still retains the superior damage stat so it's all cool. In addition, he comes with the Bloodroar ability. If your opponent passes their Battleshock test withing 8" of Kroq-Gar, you roll your own dice. If you roll higher than what they rolled, that unit immediately fails the Battleshock test by D3. This is an okay rule normally, but against enemies like Morghast or Ogres, it can be devastating to watch up to three multi-wound juggernauts just runa way because you managed to kill just one of them. And for bonus points, this works even if your opponent cannot possibly pass their Battleshock test. You kill one of their guys and they have a bravery of 10? Doesn't matter, they still have to take the test and that means that you can hit them with a Bloodroar. Ouch. Unfortunately his Command Ability is rather limited, as it only gives two extra attacks to a second Saurus hero within 20", which is not as effective as it may seem as heroes often lead from the back in AoS now. Make somebody else your general, Kroq-Gar works better as a flank attacker and monster hunter anyway.
 
*'''[[Chakax]]/Saurus Eternity Warden:''' Chakax is now an absolutely fantastic support character. For starters, he grants nearby Temple Guard an extra attack, which can really make a difference seeing as how Temple Guard are now something of a glass cannon, so buffing their offense is a great help. But what you really want him for is his Selfless Protector rule, if he's within 2" of a Slann when they take an unsaved wound, Chakax can intervene and take the wound himself, suffering a mortal wound while his master remains safe. Chakax has seven wounds, which allows him to take seven bullets before dying. But the really effective thing about this is that Chakax, like any other non-Slann, can be summoned by a Slann. So if your Slann's meat-shield is killed, you can just summon him back at full wounds with no trouble. Easy.
 
*'''[[Gor-Rok]]/Saurus Sunblood:''' Gor-Rok is basically the only on-foot Saurus Hero worth taking. He's pretty good in combat as he deals a total of 7 attacks before his special ability. If he rolls a 6 to hit, that attack becomes d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15" of Gor-Rok. Gor-Rok then tells his troops "fuck that unit up," which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.
 
*'''[[Tehenhauin]]:''' His snakes make 6s to hit an automatic mortal wound. His command ability allows every Skink within 18" to reroll any 1 to hit in the cmbat phase, but this is rather useless as Skinks are still pretty squishy and, with a few exceptions, should not even be in close combat in the first place. They even have a special ability that lets them bamf out of combat faster than Tretch Craventail instead of attacking, making this Commabnd Ability useless. He also has the Priestly Rites ability from regular Skink Priests, but this too is not as effective as it looks as the regular Skink Priest's Priestly Rites can effect all units within 8" rather than one, making it stronger than Tehenhauin's. These priestly rites are something that Tetto'Eko amusingly lacks. However, unlike Tetto, the Prophet of Sotek is no longer a wizard, exchanging magic for them Priestly Rites, so I guess it all works out in the end.
 
*'''[[Tetto'Eko]]/Skink Starseer:''' His unique spell allows him to give either +1 or -1 to single dice roll made by a nearby unit in each phase, nothing to sneeze at if carefully use. His other, more important ability has both players choose a number between 1 and 6: if the players chose different numbers you get a number of rerolls equal to the number you chose, but if you and your opponent chose the same number he gets the rerolls. This makes for a rather fun mini-game with your opponent, essentially "guess the number I'm thinking," but it is also a very powerful ability as those rerolls can make or break a whole turn, especially if combines with the rerolls from Kroak. Shame he can't spam meteors anymore though.
 
*'''[[Oxyot]]l:''' If he does nothing in the movement phase (afters 1st turn AND he was already on the board), he wounds on a 2+ in the subsequent shooting phase. But the real deal is that now Chameleon Skinks, instead of moving regularly, can just vanish during the Hero Phase and reappear anywhere you want during Movement Phase. This is on top of the ability the chameleons have to get a 3+ save as long as they occupy terrain instead of the normal terrain benefits (so no 2+ save). Basically your Chameleons can teleport in and out of the battle and appear literally anywhere they want. Nice.


==External links==
==External links==
Rules are here
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
Here are links to all the warscrolls for the army, in the same order as they are listed in the article.
<div class="mw-collapsible-content">
* [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-lizardmen-en.pdf Their Warscroll Compendium]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lordkroak-en.pdf Lord Kroak]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-slannstarmaster-en.pdf Slann Starmaster]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusoldblood-en.pdf Saurus Oldblood (On Foot)]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-oldbloodcarnosaur-en.pdf Saurus Oldblood (On Carnosaur)]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancarnosaur-en.pdf Scar Veteran (On Carnosaur)]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancoldone-en.pdf Scar Veteran (On Cold One)]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurussunblood-en.pdf Saurus Sunblood]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-astrolithbearer-en.pdf Astrolith Bearer]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-eternitywarden-en.pdf Eternity Warden]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sauruswarriors-en.pdf Saurus Warriors]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusguard-en.pdf Saurus Guard]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusknights-en.pdf Saurus Knights]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarseer-en.pdf Skink Starseer]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarpriest-en.pdf Skink Starpriest]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkpriest-en.pdf Skink Priest]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinks-en.pdf Skinks]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chameleonskinks-en.pdf Chameleon Skinks]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-terradonriders-en.pdf Terradon Riders]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ripperdactylriders-en.pdf Ripperdactyl Riders]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-salamander-en.pdf Salamander]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razordon-en.pdf Razordon]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-kroxigor-en.pdf Kroxigor]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-engineofthegods-en.pdf Engine]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stegadon-en.pdf Stegadon]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bastiladon-en.pdf Bastiladon]
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-troglodon-en.pdf Troglodon]
</div></div>


*[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.]
{{Age_of_Sigmar_Tactics}}
{{Age_of_Sigmar_Tactics}}
[[Category:Age of Sigmar]] [[Category: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.

Lore
Tactics
General Tactics

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]

  • 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 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.
    • 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.

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:
  1. In your hero phase, each Wizard, Astrolith Bearer and World Engine terrain piece generates 1 CPP.
  2. 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:

  1. Comet's Call: CV7, pick D3 enemy units (D6 if the casting roll was 10+), each of them takes D3 mortal wounds.
  2. 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.
  3. Drain Magic: CV6, you get +1 to dispels and the opponent gets -1 to dispel for the whole phase.
  4. Mystical Unforging: CV8, pick 1 visible enemy unit within 12". All their weapons have no Rend until your next Hero phase.
  5. 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:

  1. 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.
  2. 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.
  3. 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:

  1. 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+.
  2. Empowered Celestite: CV7, pick a visible friendly SAURUS unit wholly within 18", their Celestite weapons get +1 rend until next Hero phase.
  3. Drain Magic: Same as above.
  4. 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.
  5. 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:

  1. 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.
  2. Heavenly Frenzy: CV7, pick a visible friendly unit wholly within 18", it can run and charge this turn.
  3. 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".

  1. Field a Coalesced Thunder Lizard army. This is already as pleasing as you guess.
  2. 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.
  3. 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.
  4. 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.
  5. 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 D6 2D3 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
General Tactics
Order
Chaos
Death
Destruction
Others