Warcry/Tactics/Seraphon

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Faction Overview

Older than memory, existing for aeons unrecorded, the Seraphon have ever waged an unending, savage war against Chaos. Now they've brought that war to the seat of power for Chaos in the Mortal Realms – the Eightpoints.

Pros

  • Variety of Models Ranging all the way from the humble Skink, through Saurus, Saurus Guards, Knights and flyers, there's potential for different play styles within the Seraphon Warband.
  • Mobile Thanks to the high movement of the Terradon and Ripperdactyl Seraphon warbands can quickly secure key locations on the battlefield.

Cons

  • Expensive to Collect The Start Collecting box set contains enough to build a war band out of the Knights and Warriors, but you'll need the Skink SC (which is very hard to find thanks to its popularity) in order to use the Double ability. The Saurus Guard box is more expensive but also has a commander option.

Ability Overview

  • [Double] Nimble Retreat: A fighter can use this ability only if they are within 1" of an enemy fighter. This fighter makes a bonus disengage action. (Skink)
    • Ability Commentary
  • [Double] Cold-blooded Commander: A fighter can use this ability only if an enemy fighter has been taken down by an attack action made by them this activation. This fighter makes a bonus move action or a bonus attack action. (Leader)
    • Ability Commentary
  • [Double] Voracious Appetite: Pick a visible enemy fighter within 1" of this fighter, roll a number of dice equal to the value of this ability. For each +4, allocate 1 damage to that fighter. (Ripperdactyl)
    • Ability Commentary
  • [Triple] Rain Meteoric Barrage: Until the end of this fighter's activation, the next time this fighter finishes a move action within 1" of an enemy fighter, pick a visible enemy fighter within 1" of this fighter. Allocate a number of damage points to that fighter equal to the value of this ability. (Terradon)
    • Ability Commentary
  • [Triple] Tearing Bite: Add the value of this ability to the damage points allocated by each hit or critical hit from the next attack action made by this fighter this activation that has a Range characteristic of 3 or less. (Saurus)
    • Possibly the most useful of all the Seraphon abilities. If you manage to get a triple 5 or 6, this ability is terrifying even to the biggest and scariest opponents.
  • [Quad] Wrath of the Old Ones: Until the end of the battle round, add half the value of this ability (rounding up) to the Attacks and Strength characteristics of attack actions made by this fighter that have a Range characteristics of 3 or less. (Universal ability)
    • Ability Commentary

Fighter Overview

Leader

Skink Alpha

  • Stats: Movement 6"; Toughness 3; Wounds 16; 130 Pts.
    • Rules: Leader Scout
    • Weapons:
      • Club-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary-

Terradon Rider Alpha

  • Stats: Movement 12"; Toughness 3; Wounds 25; 230 Pts.
    • Rules: Leader Scout, Frenzied
    • Weapons:
      • Reach-Range 3"; Attacks 4; Strength 3; Damage 2/4
      • Bite-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary-

Ripperdactyl Rider Alpha

  • Stats: Movement 10"; Toughness 4; Wounds 25; 235 Pts.
    • Rules: Fly, Destoyer, Leader
    • Weapons:
      • Bite-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary-

Saurus Guard Alpha

  • Stats: Movement 4"; Toughness 5; Wounds 25; 220 Pts.
    • Rules: Warrior, Leader
    • Weapons:
      • Club-Range 2"; Attacks 4; Strength 4; Damage 2/5
  • Fighter Commentary-

Saurus Warrior Alpha

  • Stats: Movement 4"; Toughness 4; Wounds 20; 150 Pts.
    • Rules: Warrior, Leader
    • Weapons:
      • Club-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary-

Saurus Knight Alpha

  • Stats: Movement 6"; Toughness 4; Wounds 30; 195 Pts.
    • Rules: Warrior, Mounted, Leader
    • Weapons:
      • Club-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary - Relatively fast and very tanky, likely your go-to for rushing into combat.

Fighter

Skink

Skink with Club
  • Stats: Movement 6"; Toughness 3; Wounds 8; 60 Pts.
    • Rules: Scout
    • Weapons:
      • Club-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary-
Skink with Javelin
  • Stats: Movement 6"; Toughness 3; Wounds 8; 85 Pts.
    • Rules: Scout
    • Weapons:
      • Spear-Range 8"; Attacks 1; Strength 3; Damage 1/4
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary-
Skink with Blowpipe
  • Stats: Movement 6"; Toughness 2; Wounds 8; 85 Pts.
    • Rules: Scout
    • Weapons:
      • Ranged-Range 12"; Attacks 2; Strength 3; Damage 1/4
      • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary- a ranged skink that'll support your frontline IF you can keep them away from close combat or enemy archers.

Terradon

Terradon Rider with Bola
  • Stats: Movement 12"; Toughness 3; Wounds 15; 170 Pts.
    • Rules: Fly, Frenzied
    • Weapons:
      • Flail-Range 3"; Attacks 3; Strength 3; Damage 1/4
      • Bite-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary-
Terradon Rider with Javelin
  • Stats: Movement 12"; Toughness 3; Wounds 15; 185 Pts.
    • Rules: Fly, Frenzied
    • Weapons:
      • Spear-Range 8"; Attacks 2; Strength 3; Damage 1/4
      • Bite-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary-

Ripperdactal Rider

  • Stats: Movement 10"; Toughness 4; Wounds 15; 175 Pts.
    • Rules: Fly, Destoyer
    • Weapons:
      • Bite-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary-

Saurus

Saurus Guard
  • Stats: Movement 4"; Toughness 5; Wounds 15; 145 Pts.
    • Rules: Warrior
    • Weapons:
      • Club-Range 2"; Attacks 3; Strength 4; Damage 2/4
  • Fighter Commentary- The Guards' incredible toughness means they're likely to survive some of the biggest blows and benefit much more from the (general abilities') healing ability - they are however quite slow, so getting them in combat may be hard.

Saurus Warrior with Club
  • Stats: Movement 4"; Toughness 4; Wounds 10; 75 Pts.
    • Rules: Warrior
    • Weapons:
      • Club-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary-
Saurus Warrior with Spear
  • Stats: Movement 4"; Toughness 4; Wounds 10; 75 Pts.
    • Rules: Warrior
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
  • Fighter Commentary-

Saurus Knights

Saurus Knight with Club
  • Stats: Movement 6"; Toughness 4; Wounds 20; 115 Pts.
    • Rules: Warrior, Mounted
    • Weapons:
      • Club-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary-
Saurus Knight with Spear
  • Stats: Movement 6"; Toughness 4; Wounds 20; 115 Pts.
    • Rules: Warrior, Mounted
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/4
  • Fighter Commentary-

Minions, Thralls, and Allies

General Tactics

Other Helpful Tips

Example Builds

Saurus Heavy Lists

Here's a list I've had a lot of fun and luck with so far:

- 1 Saurus Guard Leader
- 2 Saurus Guard
- 2 Saurus Knights with Celestite Clubs
- 4 Skinks with Blowpipes

1000 points exactly.

Most often I play battlegroups as follows:

- Hammer: Saurus Guard Leader and 2 Saurus Guard.
- Dagger: 2 Saurus Knights with Celestite Clubs.
- Shield: 4 Skinks with Blowpipes.

Using doubles for Rush on the Skinks is always a good idea to grab objectives. Keep an eye out for high-value triples so you can get that sweet sweet Tearing Bite with your Saurus Guard.

That's really all there is to say about this list.

Reedo's list

Build extracted from Reedo's lists [1].

- 1 Saurus Guard Leader
- 9 Skinks with Blowpipes
- 1 Terradon with bolas

TOTAL: 975 pts.

PROS:

The Skinks are awesome. Good mobility, good range and good damage
Supermobility with Skinks and Terradon
Heavy punch with the Guard

CONS:

The Skinks are a little weak


Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries