Age of Sigmar/Tactics/Order/Seraphon: Difference between revisions

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GHB 2.0 has just added sweet buffs to an already awesome army. Where do we start?
{{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 the true [[End Times]] survivors; 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]].
 
* 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]].
* 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).
 
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].
* They have a strong community and a really passionate fanbase. It's fun to play a faction that has so much love behind it.
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, with tons of leaders buffing all of them. Simply you have many options available to choose from.
 
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].
* 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.
* Excellent sinergy. Your heroes will buff and buff [[your dudes]].
 
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].
* 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
* 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.
 
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].
* 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.
* The lowest bravery value of this army is 10. This guys will only run away if they are pounded to the ground.
 
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].
* From a modelist POV, this guys are a dream for custom painting: the Lizardmen are surprisingly easy to paint; shading is amazing. Given the lack of conventional heraldry (say, Khorne really likes red, or how many subfactions with specific colors have almost every other major faction), [[Awesome|painting them as you want is completely depending on your own imagination and liking]].
**2023 brought a ''much'' needed range refresh to the Seraphon. Saurus are bigger and badder than ever while Kroxigors are truly hulking behemoths they were meant to be. Say nothing of how intricate and ornate the Slann's palenquins have become. Though there are a few dated models left in the range, the whole of the Seraphon are set to be one of the best looking armies on the tabletop.
* [[Awesome|Now we and only we have direct control over Predatory Endless Spells]]. Giving the middle... finger? claw? real hard to Teclis, Nagash and Tzeentch on this one.
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?


'''Cons'''
===Cons===
* 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, specially considering that Seraphon are [[Awesome|Aztec lizardmen riding dinosaurs]].
* 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 nerby, so expect them to be the prime target of your enemy. They are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.
* Only 1 unit in the entire army has a Rend characteristic greater than -1.
 
==Seraphon Warscrolls==


Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.
None.  They are [[Awesome|Aztec lizardmen riding dinosaurs]]. How in the actual fuck could they have a con.


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.
* Buuuut... no OP Summoning (unless you are Dracothion's Tail) and skink kiting. Now, this can also be a pro depending if you played against this army before when they could do this.
* Your heroes are the glue that keeps your army together, only surpassed in this reliance by Death armies.  This is a synergy dependent army, as most Seraphon units base warscrolls are fairly weak for their points cost
* They, like their Sigmarine allies, really hate being on the receiving end of Mortal Wounds, as there's little they can do about it.
* They don't make for the best-ranged army, even considering their binocular theropod vision. Yet again, is this Age of Charge-mar.
* While having lots of bonuses for hit rolls, Seraphon doesn't have many ways to get re-rolls or increase wound rolls. Not much of a problem, since most units already wound on 3+ roll, but still.
* <s>Most of the models are old, and there's some Finecrap/Failcast units too. Which gives them prehistoric flavour since they are [[Awesome|Aztec lizardmen riding dinosaurs]].</s> Fortunately, the 2023 range refresh helped address a ''lot'' of their fossilized models. Though there are still a couple antiquated units, it isn't nearly as bad as it used to be. Having said that, the range refresh did axe some of the older units from the 3.0 Battletome, meaning that the army currently has no Finecast models at all. (The Eternity Warden is still on the store for some reason when it's actually not playable anymore, but everything else has been either redone in plastic or removed)


'''Common rules'''
==Rulebooks==
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).
{{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:
 
*'''Warriors of the Stars and the Realms:''' You must pick if your entire army has The Coalesced or Starborne allegiance during list building.
 
====The Coalesced ====
Some of the Starborne, due to magical fuckery, have now become the savage flesh and blood dinos we all know and love,  colonizing the Mortal Realms and [[Awesome|making their very own mini-Lustrias wherever they land]]. They are territorial, with a focus on Saurus and MONSTERS and being a tough and ferocious melee army.
 
*'''Coalesced Constellation:''' You may take only the Koatl's Claw or Thunder Lizard constellations.
**'''Koatl's Claw:''' +1 to wound for any {{AOSKeyword|Saurus}} and Kroxigor units that charge. Focuses more on troop spam.
**'''Thunder Lizard:''' {{AOSKeyword|Monster}} units can carry out two Monstrous Rampages per turn, which is incredible for the number of badass dinos you can field.
 
*'''Predatory Fighters:''' +1 attack of jaw attacks made by {{AOSKeyword|Coalesced Saurus}} and Kroxigor units. While it's a shame that your big dinos get nothing from this, those are actual weapons aside from a mere token attack.


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


'''SLANN WIZARDS''' in a '''SERAPHON''' army can attempt to unbind enemy spells that are cast ''anywhere'' on the battlefield, rather than only those cast by enemy WIZARDS within 18". In addition, if the casting roll for a '''SLANN WIZARD''' in a '''SERAPHON''' army was a double, and the spell was successfully cast, then you can add 6" to the range of the spell. The first half of the Slann massive buff that got with GHB 2017. Three global dispells and added rolls from a Baleful Vortex and a Sage's Staff constellation, some few magic Skinks here and there, and only the heaviest-wizard Tzeentchian armies will outspell you. DAMN.
*'''Beasts of the Dark Jungles:''' As you're focused on more of the dinos part of the Seraphon, you've got a bunch of new Monstrous Rampages.
**''Gargantuan Jaws:'' {{AOSKeyword|Carnosaur}} only. Pick an enemy model within 3" and roll 1d6; if it's over the model's Wounds stat, it's insta-killed.
**''Earthshaking Charge:'' {{AOSKeyword|Stegadon}} only. After charging, pick an enemy unit within 1" and roll a 1d6; on a 4+, the enemy is now stuck with Strikes Last for the turn.
**''Odious Roar:'' {{AOSKeyword|Troglodon}} only. Roll a 1d6; on a 2+, it's stench aura gets buffed to 12".
**''Bludgeoning Sweep:'' {{AOSKeyword|Bastiladon}} only. Pick a non-{{AOSKeyword|Monster}} enemy unit within 3" and roll 1d6; if this roll is less than the total number of models in the enemy unit, they suffer a number of MWs equal to the roll. Best saved for hordes of Clanrats and the like.


'''Lords of Space and Time:'''
====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.


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, roll a dice for the unit; on a 1, the unit can not move or charge in this turn, on a 2-5, it can be removed from the battle field and set it back again anywhere more than 9" from an evemy unit. This counts as the unit's move for the next movement phase; and on a 6, same as before, but it can move again in its movement phase. Carnos flanking for days to come. Quick escapes from your heavily damaged Slann. Deep striking is kinda what AoS is all about, so if you have any experience with it you know you valuable is it.
*'''Starborne Constellation:''' May pick the Dracothian's Tail or Fangs of Sotek keyword and ability.
**'''Dracothion's Tail:''' You can leave units in reserves, letting them deep-strike within 12" of one of your CPP generators and at least 9" of any enemies.
**'''Fangs of Sotek:''' You can use the Redeploy command three times each enemy movement phase, with the first two being free if used on {{AOSKeyword|Starborne Skink}} units.


===<span style="color:#00DDF3;">Command Traits</span>===
*'''Lords of Space and Time:''' Your {{AOSKeyword|Starborne Slann}} gain two special reactions:
There are nine for a '''SERAPHON''' General of an army with a '''SERAPHON''' allegiance that has chosen to take the '''SERAPHON''' allegiance abilities. You can choose one out 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).
**''Contemplation of the Ancient Ones:'' One of your Slann can swap out one spell from their exclusive lore to another one.
====<span style="color:#00DDF3;">Slann Command Trait</span>====
**''Spatial Translocation:'' Pick one unit within 12" of the Slann. This unit can immediately redeploy anywhere at least 9" away from any enemies.
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 1s on casting and unbinding. A modest trait, and the more "generic" of the three.
*'''Cosmic Power''' There are two ways to generate Cosmic Power points:
#'''Vast Intellect''': The general can use the ''Curse of Fates'' and ''Summon Starlight'' spells from the Skink Starseer and Skink Starpriest warscrolls. Quite awesome, honestly, given how unreliable is the regular ''Light of the Heavens''; casting both of them will let you summon a Mystic Shield or Arcane Bolt, all the four of them argubiably way, way better than LotH.
#In your hero phase, each {{AOSKeyword|Wizard}}, {{AOSKeyword|Astrolith Bearer}} and World Engine terrain piece generates 1 CPP.
#'''Great Rememberer''': as long as 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.
#You gain another point for each spell your wizards cast that isn't unbound.
====<span style="color:#00DDF3;">Saurus Command Trait</span>====
*You can then spend these CPP for various powers throughout the turn.
Sadly, Saurus generals didn't had that much love from GW this time around.
**''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.
#'''Disciplined Fury''': Re-roll on single failed hit roll for the general on each combat phase. Not that good, honestly, given the plenty of suorces from where you can get them.
**''Protection of the Old Ones (10 CPP):'' Any friendly units benefiting from the Astrolith's Revivifying Energies get a 5++ Ward.
#'''Thickly Scaled Hide''': Re-roll saves of 1 for the general. Maybe the best of the bunch, funily and sadly enough.
**''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.
#'''Mighty War Leader''': Can also use ''Inspiring Prescence'' alongside your another command ability. Once again, battleshocks are not an actual worry for any '''DAEMON''' army, and until FAQ's, it is unclear if you can use this twice in case your general doesn't have another command ability.
**''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.
====<span style="color:#00DDF3;">Skink Command Trait</span>====
 
Fortunately, Skinks got more useful Command Traits that their beefier brothers. It's like if GW wanted us to buy more Skinks than Saurus...
#'''Master of Star Rituals''': If the general is a Skink Priest, they can use Celestial Rites twice. If not, they learn said ability. 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? probably not but still. Remember, your general has to be a '''SKINK''', so this works with Trogs, Stegies and Basties. Have fun.
'''Summoning table'''
#'''Nimble''': Add +1 to the general's Move characteristic. Add +1 to its save too if they are not on a mount. This way you'll 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.
Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units:
#'''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 on melee. And even mounted, it is still meh.
* 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'')


===<span style="color:#00DDF3;">Artifacts of Power</span>===
3 Aggradon Lancers --- 22
One HERO in your army (+1 per additional warscroll battalion) may take a relic from the following tables:


===<span style="color:#00DDF3;">Artifacts</span>===
10 Saurus Guard --- 22


*'''Zoetic Dial''' Roll a d6 at the start of the battle round. 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.
10 Saurus Warriors --- 20 (''Suboptimal'')


*'''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 d3 wounds. 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. Stack Lord Kroak's rerolls on it for added fun!
3 Kroxigor --- 18 (''Excellent'')


*'''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, otherwise it's not worth it.
3 Kroxigor Warspawned --- 18


*'''Light of Dracothion''' Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster within 18". Take this only if you expect a wizard heavy opposition, but otherwise skip. It's not like you're short on spellcasters anyways.
5 Raptadon Chargers --- 16


*'''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.
5 Raptadon Hunters --- 16


*'''Prism of Amyntok''' At the start of your movement phase, you can forgo moving and target an enemy unit within 12". On a roll of 3+ they are struck with d3 mortal wounds. Great if used in conjunction with Smite to kill Heroes.
1 Spawn of Chotec --- 16


===Named Characters===
5 Hunters of Huanchi with Dartpipes --- 12


*'''Lord Kroak:''' Is still strong however nerfed due to errata for starters, the big guy doesn't have an exact number of wounds: during the Battleshock phase, roll a die, add the amount of wounds he suffered in the turn and if it's higher than his Bravery he is <strike>dead</strike> unconscious for the rest of the game, otherwise he heals all wounds, making 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's one of only two wizards with two exclusive spells (and the other one is Nagash, so that should give an indication as to how strong Kroak is at casting): Celestial Deliverance allows him to inflict d3 (d6 on Chaos Daemons) mortal wounds on every enemy unit within 3d6" due to recent errata 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, 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! And, like any Slann, he can summon basically any unit in the army. FOUR TIMES! One casting of Comet's Call, then up to three summoned units to reinforce your army 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. 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.
3 Terradon Riders --- 12 (''Good'')


===Slann===
3 Ripperdactyl Riders --- 10 (''Good'')
*'''Slann Starmaster:''' Oh boy, did the [[Old Ones]] buffed this 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 heavly 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. He can also summon any non-Slann unit in the Warscrolls, and can cast through any Skink hero and Troglodons rather than only through Priests.


===Saurus units===
5 Hunters of Huanchi with Starstone Bolas --- 10
*'''Scar-Veteran:''' 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:''' 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.
3 Terrawings --- 8


*'''Saurus Oldblood:''' 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 Wreaking 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 5s attack plus 2 possible for his ability. They all move at 10". Jus 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]].
10 Skinks --- 8 (''Good'')


*'''Saurus Astrolith Bearer:''' A Scar-Veteran with a totem.  It allows any Seraphon within 10" 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!?,)
===<span style="color:#00DDF3;">Command Traits</span>===
<tabs>
<tab name="Lords of the Temple-Cities">
{{AOSKeyword|Coalesced Slann}} only


*'''Saurus Eternity Warden:''' 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.
*'''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.


*'''Saurus Warriors:''' 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.
</tab>
**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 do their work. 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 dissapointed.
<tab name="Savage Commanders">
{{AOSKeyword|Coalesced Saurus}} only


*'''Saurus Guards:''' Nice to guard any hero, giving him +2 Bravery and +1 Save as long as they are within 8".(Another way to read the rule is the unit of temple guards gets +2 Bravery and +1 Save.) TG 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.
*'''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.


*'''Saurus Knights:''' A bunch of lizards riding lizards, each able to be armed with a bevy of tools.  If armed with spears, a 6 to hit inflicts a mortal wound along with the eventual regular wound.  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.
</tab>
<tab name="Starmaster Disciplines">
{{AOSKeyword|Starborne Slann}} only


===Skink units===
*'''Arcane Might:''' The general can control up to THREE endless spells, with any endless spells they summon getting double the spawning range.
*'''Skink Starseer:''' The new generic Tetto'eko. Mostly useful as a utility-mage. Has an ability 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. Also has a cheap and dirty spell to grant you the ability to increase or decrease a dice by one. 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]].
*'''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.


*'''Skink Starpriest:''' 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 quite replace a Slann, but they can certainly take the burden of sorcery off them.
</tab>
<tab name="Celestial Attendants">
{{AOSKeyword|Starborne Skink}} only


*'''Skink Priest:''' 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 and can fly). Really both can be very effective.
*'''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.


*'''Skinks:''' 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. 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.
</tab>
</tabs>


*'''Chameleon Skinks:''' 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.
===<span style="color:#00DDF3;">Artifacts of Power</span>===
One {{AOSKeyword|HERO}} in your army (+1 per additional warscroll battalion) may take a relic from the following tables:


*'''Terradon Riders:''' 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.
<tabs>
<tab name="Relics of the Warrior">
{{AOSKeyword|Coalesced Saurus}} only


*'''Ripperdactyl Riders:''' 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.
*'''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.


*'''Skink Handlers:''' 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.
</tab>
<tab name="Treasures of the Temple-Cities">
{{AOSKeyword|Coalesced Slann}} only


===Other===
*'''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.
*'''Salamanders:''' 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".
*'''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.


*'''Razordons:''' 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.
</tab>
<tab name="Vestments of the Priesthood">
{{AOSKeyword|Starborne Skink}} only


*'''Kroxigor:''' 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). 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. If any Skink unit is within 3" of the Krox, they can reroll failed to wound results of 1..
*'''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.


===Monsters===
</tab>
*'''Engine of the Gods:''' Replaces everything we said about the Priest from above with a dinosaur 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?
<tab name="Treasures of the Old Ones">
{{AOSKeyword|Starborne Slann}} only


*'''Stegadon:''' 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.
*'''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.


*'''Bastiladon:''' A crazy tanky monster that ignores rend and can even ignore wounds. It has a GIANT CRYSTAL POWERED LASER on its back and 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 hit it with an Arcane Shield to give it a 2+ armour save that cannot be reduced by any rend, then have a skink priest give it rerolls to all failed armour saves. A rerollable 2+ armour save that cannot be reduced by ANYTHING. Fuck.
</tab>
</tabs>


*'''Troglodon:''' 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.
===<span style="color:#00DDF3;">Seraphon Spell Lore</span>===


==Battalions==
====Lore of Celestial Domination====
*'''Sunclaw Starhost:''' 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.
'''STARBORNE SLANN''' only:


*'''Eternity Starhost:''' 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 is the ultimate anti-fun cheese, 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. Put them under cover and they'll have a fucking +1 save. Now use Mystic Shield so they can only be damaged by Mortal Wounds. Now you are officially [[That Guy]]. Make them defend objectives for maximum [[RAGE]].
#'''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.


*'''Firelance Starhost:''' 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.
====Lore of Celestial Manipulation====
'''STARBORNE SKINK''' only:


*'''Thunderquake Starhost:''' 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.
#'''Cosmic Crush:''' CV7, pick a visible enemy unit within 12", roll a D6 for each model in that unit, they take a mortal wound on a roll equal to their save roll.
#'''Celestial Harmony:''' CV5, pick a visible friendly unit wholly within 18", that unit has Courage 10. If the casting roll is 10 or more, pick all friendly units within 18". Not bad if running skink hordes, since Starborne doesn't give Courage 10 automatically to everyone.
#'''Speed of Huanchi:''' CV6, pick a visible friendly '''SKINK''' (but not '''MONSTER''') or '''KROXIGOR''' unit wholly within 18", that unit gets a free movement.


*'''Starbeast Constellation:''' 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, 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.
====Lore of Ancient Domains====
'''COALESCED SLANN''' only:
#'''The Earth Trembles:''' CV8, draw a line that goes from the caster to any of the field's corners, then roll a die for every enemy unit under the line. They take D3 mortal wounds on a 4+.
#'''Empowered Celestite:''' CV7, pick a visible friendly '''SAURUS''' unit wholly within 18", their Celestite weapons get +1 rend until next Hero phase.
#'''Drain Magic:''' Same as above.
#'''Itzi's Invigoration:''' CV6, pick a visible friendly '''MONSTER''' wholly within 12", it uses the top line of the damage table indipendently from its current wounds until next Hero phase.
#'''Telepathic Summons:''' CV6, pick a visible friendly '''SAURUS''' (but not '''MONSTER''') unit within 9", it's removed and redeployed (always within 9" from the caster).


*'''Heavenswatch Starhost:'''Consisting of a starseer, two skink priests and/or troglodons and three to six other skink key word units (including fun things like Stegadons, Engine of the Gods and Bastiladons) this battalion offers some nice benefits. As long as the starseer is alive he may designate a unit visible to him and every unit of this starhost get's to reroll to hit and to wound rolls of one. To make this host even more awesome your big beasties heal one wound per turn. Considering that many attacks of units in this battalion will hit and/or wound on a 3 or better this means that whatever your starseer points at will most likely die in a barrage of laser beams, fire throwers or salamander fire. Need I mention that the new Slann warlord trait lets you teleport a pack of Salamanders with Handlers into range on turn one? Or the double team of fire stegadons that can share their Alphas bonus move to pull of devastating first turn charges - with reroll able to wound rolls on their stomp attacks? Or those 40 Skink blobs, that up their damage potential by a metric ton? Whatever you do, make sure your Starseer doesn't get sniped - thankfully he only needs to be able to draw LOS with this ability and can stay somewhere safe, preferably out of sight of anything else.
====Lore of Primal Jungles====
Overall this can be considered one of the better battalions, because you're likely to want a starseer anyways for those sweet rerolls, and only the two priests/troglodons can be considered a tax - if at all that.
'''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.


*’”Bloodclaw Starhost:’”Consiting of 1 Saurus oldblood (on/off carnosaur) 3 other heroes (except astrology bearers) and 3-9 units of warriors, guard or knights.
==Warscrolls==
They all get an extra attack with their jaws and shields and all the heroes an use their command abilities whilst with 20” of the oldblood
===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.


==Army Building==
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Slann-Starmaster-en.pdf Slann Starmaster]:'''(Slann, 275pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from "hey, they are pretty good, give 'em a chance" to "you are playing this game wrong if you don't have one". Having powerful battle traits backed up with a choice of strong command traits, expect to see this guy everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, CA gives one fellow Seraphon unit the ability to fly and add 1 to saves in the Shooting Phase,  Now Slann's unique spells are a +1 to casting to everyone else and a 4+ Feel no Pain, has Masters of Order (universal unbind and +1 to casting, unbinding and dispelling rolls) and Impeccable Foresight (2d6, 4+ in Slann's case). He is still able to cast spells, through SKINK WIZARDS within 12" of him and through ORACLE ANYWHERE on the battlefield, measuring the distance from them.
**New Kroak has left the way open to smaller Slann assuming his old role of reliable back-line spell anchor. To get a good level of protection for a Slann, you should to spend at least 100 points on 5 Guard. They are good, and with 7 wounds, they fit on a Baleful Vortex. Kroaknado is dead, long live the Slannado!


(''Note: 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>'')
====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.


===Buying tips===
*'''[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.


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


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 convertion material.
*'''[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.


From there, you can take many different choices, thanks to how wide is the Seraphon range.
*'''[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.


You could simply buy more Star 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.
====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.


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.
*'''[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).


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.
*'''[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.


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]]?''
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Chief-en.pdf Terradon Chief]:''' (Skink; 110pts) Squishy Terradon hero. Makes friendly Terradon drop rocks on 2+ instead of 4+ once per battle.
** [[Tiktaq'to]] and Zwup live on!
** Does NOT have rocks himself in the rules, unless that was an oversight on GW's part.


===Matched points===
*'''[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...


Fortunately, Seraphon have a wide array of units, and everyone is viable.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Skink chief on Stegadon]:''' (Skink; Behemoth; 330pts) Same as Stegadon, but also a Hero. Receives some more attacks with Warspear and can do a command for free towards other Skinks each turn.
** In Thunder Lizard, this guy can become a literal 1-man army. Buff stacking on this character can result in the single highest damage build we have access to, even more than a similarly stacked Carnosaur! Prime Warbeast + ThunderQuake + Great Drake + using his CA on himself results in 28 melee attacks, most of which do 2 or more damage. On top of that, his bow is at 4 shots with 3 damage each, or the flamethrower gets an entire 2nd round of shooting! 20 models in range? heres 40 dice every 5+ is a mortal wound. And then [[Overkill|charge for the whole round of attacking after that]]. Add a Cloak of Feathers on top so he can fly and is -1 to be hit. Move over Archaon, the Skink Chief is here!


From a single Start Collecting! you get:
*'''[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.


* 100 points from 10 Saurus Warriors.
===Battleline===
* 120 points from 5 Saurus Knights.
*'''[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.
* 200 points from a Troglodon OR 260 from a Saurus Scar-Veteran on Carnosaur OR 320 from a Saurus Oldblood on Carnosaur.
**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.
*''Total:'' 420 points using a Troglodon OR 480 points using a Scar-Veteran on Carnosaur OR 540 points using an Oldblood on Carnosaur.
** 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)


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.
*'''[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.


===1000 pt.===
*'''[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.
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 260 points; 2 10-units Skins and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest or Skink Starpriest.
**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.


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.
===Other===
* 20 Saurus Warriors (Battleline).
*'''[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.  
* 10 Saurus Knights (Battleline).
* Scar-Veteran on Carnosaur (Leader/Behemoth).
* Saurus Oldblood on Foot (Leader).
* Troglodon (Behemoth).


This uses exactly 1000 points.  
*'''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.


This is a heavy focused melee list.
*'''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.


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.
*'''[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.  


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.
*'''[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.


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.
*'''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.


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).
*'''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.


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.  
*'''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.


It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.
*'''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.


===2000 pt.===
*'''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.
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 340 points; 3 10-units Skins and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest or Skink Starpriest.


Keep using 2 Start Collecting! kits, now you can deploy all the models included:
===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.


* 20 Saurus Warriors (Battleline).
===Behemoth===
* 15 Saurus Knights (Battleline).
* Scar-Veteran on Cold One (Leader).
* A Firelance Starhost (using the Cold One Scar-Veteran)
* Saurus Oldblood on Carnosaur (Leader/Behemoth).
* Saurus Oldblood on Foot (Leader)
* 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.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Stegadon]:''' (Conditional Battleline: Thunder Lizards army; Skink; Behemoth; 300pts; 28 Summon points) A monster triceratops that buffs skinks and aren't too shabby in combat itself. Unlike the Carnosaur, the Stegadon seems more fit for range combat with all the ranged attacks it gets. Unlike the next monster, however, it can defend itself in combat a decent amount. Either take a Giant bow (24"/3A/3+/3+/-1/3) or Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they're now flamethrowers, and instead of making an attack, you have to throw dice for every model in the targeted unit that is in range. On 5+ it suffers a mortal wound. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that's a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1" after charging. On a 2+, it takes D3 mortal wounds. This works better than the last iteration. And really, what's more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing. Also also, this guy now gains +1 to the save rolls if against one unit they are fighting that has up to 5 models. This is a welcome increase to your chances of survival against elite units, heroes and monsters hunters.
**Note, however, that you have to be more than 3" from enemy units unless you are in close combat. This reduces the effective range to mere 5". The lores have two spells with similar effects, which makes bow loadout a little more appealing.  


Now, lets assume you also got a Thunderbeast Host kit, now add:  
*'''[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.


* An Engine of the Gods (Leader/Behemoth).
*'''[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.
* 1 Stegadon (Behemoth).
* 3 Terradon/Ripperdactyls Riders.


This will costs 1980 points, or 2000 if you play a Sunblood instead the Oldblood on foot.  
===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.


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.
===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.


This list features more ranged options.
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.


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.
==Battalions==
Can be used only in Narrative/Path to Glory games.
These are divided into two sections, depending on whether you take your army as Starborne or Coalesced. Starborne gets Eternal Starhosts, while Coalesced gets Eternal Temple-hosts.


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.
*'''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.


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.
*'''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.


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.
== 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.


As a bonus, deploying this whole army should be a sight to behold!
==Army Building==
===Start Collecting!===


===2500 pt.===
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.
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 420 points (DON'T DO THAT JOKE); 4 10-units Skins and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest or Skink Starpriest.


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


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.
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.


This costs 2440 points. If your place allows older scrolls, you could pick a Skink Chief to close at 2500.
'''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.  


==Allied Armies==


==Legacy / Unsupported==
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.
*'''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.
Fortunately, Seraphon has a wide array of units, and everyone is viable.


*'''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.
From a single Start Collecting! you get:


*'''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.
* 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.


*'''Oxyotl:''' 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.
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.


==External links==
===1000 pt.===
Rules are here
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.
<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]
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).


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lordkroak-en.pdf Lord Kroak]
<s> This uses exactly 1000 points. </s>
As of the new battletome, this list is 960 points and got a bit better.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-slannstarmaster-en.pdf Slann Starmaster]
This is a heavily focused melee list.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusoldblood-en.pdf Saurus Oldblood (On Foot)]
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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-oldbloodcarnosaur-en.pdf Saurus Oldblood (On Carnosaur)]
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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancarnosaur-en.pdf Scar Veteran (On Carnosaur)]
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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancoldone-en.pdf Scar Veteran (On Cold One)]
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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurussunblood-en.pdf Saurus Sunblood]
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)


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-astrolithbearer-en.pdf Astrolith Bearer]
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-eternitywarden-en.pdf Eternity Warden]
===2000 pt.===
Here the core tax is 1 '''Leader''' and 3 '''Battleline''' units, you can have up to 6 '''Leaders''', 4 '''Artilleries''' and 4 '''Behemoths'''. Your minimum tax is 260 points; 3 10-units of Skinks (60 points per 10) and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest (80 points) or Skink Starpriest.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sauruswarriors-en.pdf Saurus Warriors]
Keep using 2 Start Collecting! kits, now you can deploy all the models included:


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusguard-en.pdf Saurus Guard]
* 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).


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusknights-en.pdf Saurus Knights]
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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarseer-en.pdf Skink Starseer]
Now, add:  


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarpriest-en.pdf Skink Starpriest]
* A Stegadon (Behemoth).
* A Skink Priest/Starpriest (Leader). (use the priest model from the Stegadon kit)
* 1 Slann(Leader).


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkpriest-en.pdf Skink Priest]
This will cost 1920 points, or 1990 if you play a Sunblood instead of the Oldblood on foot and starpriest instead of the priest.  


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinks-en.pdf Skinks]
This list features more magic and dinosaurs, which is really what Seraphon is all about.  


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chameleonskinks-en.pdf Chameleon Skinks]
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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-terradonriders-en.pdf Terradon Riders]
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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ripperdactylriders-en.pdf Ripperdactyl Riders]
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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-salamander-en.pdf Salamander]
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.  


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razordon-en.pdf Razordon]
As a bonus, deploying this whole army should be a sight to behold!


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-kroxigor-en.pdf Kroxigor]
====[https://www.warhammer-community.com/2020/03/05/stegageddon-the-final-form-of-listbuildinggw-homepage-post-2/ STEGAGEDDON]====
'''WARNING''': This is a GW invention, and even they admit this is more of a [[meme]] list than anything else. So basically, yeah, we Order Beastclaw Raiders now. [[AWESOME|Just with a herd of rampaging Stegadons]]. This also quite a throwback to WHFB 7th edition, with the old dead meme of "replace X, add Stegas".


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-engineofthegods-en.pdf Engine]
# 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]]'''.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stegadon-en.pdf Stegadon]
'''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.


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bastiladon-en.pdf Bastiladon]
Who knows? this might be the dawn of a new Stega-Meta!


* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-troglodon-en.pdf Troglodon]
==Allied Armies==
Stormcast Eternals only. Fluff-wise, it makes sense: Sigmarines hate Chaos as much as we do, share a connection to Azyr. Would make even more sense if those claims about Dracothion being Sotek are true.


</div></div>
*'''Bundo Whalebiter''': A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.


==External links==


*[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.]
*[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.]
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]] [[Category:Lizardmen (Warhammer Fantasy)]]
{{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.

</tab> </tabs>

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