Age of Sigmar/Tactics/Old/Order/Order Serpentis
These rules have been succeeded by the Cities of Sigmar Battletome.
why Play Order Serpentis[edit]
- Pro:
- They are elves riding dinosaurs
- Con:
- Seraphon are several cool tiers higher by being angelic dinosaurs riding dinosaurs
Rulebooks[edit]
There isn't currently a Battletome for Order Serpentis.
- The Grand Alliance Order book has all the Warscrolls and Battalions.
- This should be supplemented with the Grand Alliance Order Errata and Designers' Commentary from the FAQs.
- Matched play points are in the General's Handbook 2018.
- Alternatively up to date Warscrolls can be found in the WH AoS app.
As with all factions, you'll want:
- The core rules are either 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 FAQs.
Warscrolls[edit]
The common keywords of these warscrolls are: ORDER, AELF and ORDER SERPENTIS.
Heroes[edit]
- Dreadlord on Black Dragon: A heartless elf mounted on a (as always) very fast and powerful Dragon, and he's no slouch in combat himself. You can give him paired weapons or lance to deal more damage, or a crossbow to be shooty, but usually, the best option is the shield to make him live longer and use his Command Ability again and again. Because he makes an Order Serpentis unit from within 14" reroll wound rolls, which can be awesome, especially combined with his great mobility. He also can make nearby units ignore batttleshock if some fleed before. He's an awesome General, no matter how you use him.
Troops[edit]
- Drakespawn Knights: Tough heavy cavalry. Slower than light cavalry but still pretty fast (10" Move, reroll a dice when charging). They make three decent attacks each, and are more damaging if they charge, nice, but not specially threatening. But the thing that sets them apart is that they get a 4+ Save (at 2 wounds), re-rolling 1s, or 1s and 2s in combat (so a virtual 3+ Save). They have many uses, but they're especially good at winning attrition fights with their great Saves. But most of all, they're elves mounting dinosaurs, and that's reason enough to take them.
- Drakespawn Chariots: A dinosaur-pulled chariot with six decent melee attacks, and four lame and close-ranged missile attacks. Also, it deals (more or less) a mortal wound each time it charges. The best thing you can do with this is to keep it close to your main infantry line (or try to shoot some things, but it's mediocre 10" Move and its low shoot range will make it difficult), then, the turn they get to combat, shoot the enemy then charge it. Do that and, with the help of the unit you were supporting, you can cause lots of wounds to the enemy that turn and trigger a bigger battleshock. And because it's tough, it can even survive to do it all over again. Useful and mean, but nothing really special.
- War Hydra: Any boy or girl will be happy with a War Hydra. Strong melee (not Dragon-strong, though), but also great if short-ranged (9") shooting attacks. It's slow, but can charge rolling three dice and discarding one (you take a mortal wound on triples). And now the awesome part: it regenerates 3 wounds in your Hero phases, which at 12 wounds and 4+ can make it unkillable. And remember that healing is even more important for Monsters because they get weaker when damaged. The Hydra will probably destroy any unit with its (ranged and melee, at full health) 16 attacks, but instead, you can direct its ranged attacks to a nearby unit if you think it's needed. This thing is crazy powerful and your opponent knows it, so make your priority to destroy his war machines before they can blow up your Hydra; even if it takes some damage the first turns, it'll regenerate and still be useful later, making it one of the better Monsters even against artillery.
Battalions[edit]
Ebondrake Warhost[edit]
A Dreadlord on Black Dragon, 2-3 units of Drakespawn Knights, 1-2 units of Drakespawn Chariots, 1-3 units of War Hydras. Reroll all wound rolls of 1, Dreadlord gets a one-use 8" bubble that lets units charge (or attempt to) in the hero phase.
Army Building[edit]
Allied Armies[edit]
- Darkling Covens:
- Daughters of Khaine: Provide you with shooty Wizards and Flying shock troops, some of which can also shoot. The Shadow Patrol Warscroll Battalion makes them even faster.
- Idoneth Deepkin:
- Scourge Privateers: Fluff wise your best allies, as they catch all the dragons your dudes ride on.
- Shadowblades:
- Stormcast Eternals:
Mercenary Companies[edit]
- Blacksmoke Battery:
- Greyfyrd:
- Grugg Brothers:
- Gutstuffers: They can re-roll charge rolls but they are forced to charge at the closest enemy unit within 12". It's your call if you want to use this company.
- Nimyard’s Rough-Riders:
- Order of the Blood-Drenched Rose:
- Rampagers:
- Skroug’s Menagerie:
- Sons of the Lichemaster:
- Tenebrous Court: