<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2600%3A1008%3AB000%3A6D89%3AB865%3A8F8F%3A8892%3A8FD1</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2600%3A1008%3AB000%3A6D89%3AB865%3A8F8F%3A8892%3A8FD1"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2600:1008:B000:6D89:B865:8F8F:8892:8FD1"/>
	<updated>2026-05-23T12:37:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts&amp;diff=23380</id>
		<title>Age of Sigmar/Tactics/Death/Flesh-Eater Courts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Flesh-Eater_Courts&amp;diff=23380"/>
		<updated>2020-07-29T18:48:23Z</updated>

		<summary type="html">&lt;p&gt;2600:1008:B000:6D89:B865:8F8F:8892:8FD1: /* Pros */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Flesh-Eater Courts|Logo=Flesh-Eater 01.png|Alliance=Death|Motto=The Noble Sir Marrowslurp charging into battle! Huzzah!}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Why Play Flesh-Eaters Courts==&lt;br /&gt;
&lt;br /&gt;
Imagine this. A glorious army of marching men-at-arms, disciplined, stoic and determined as they storm forward in organized ranks, watched by the steely eyes of their heroic commanders.  By their side, mighty knights clad in full battle plate, resplendent in their shining armor, stomp across the ground with massive bejeweled two-handed weapons in hand, led by the strongest and boldest of their Champions.  Above, warriors with angelic wings soar through the sky, intoning prayers and hymns of praise to their gods and their sovereign, filling all with pride to be in the court. Even holy beasts such as gryphons and majestic dragons take flight, their great bellows an inspiration to the humble men below.  At the heads of the army, stands the King. Wearing fine armor and plate, he strides forward with confidence and utmost conviction, ready to put those who threaten his people to the sword.&lt;br /&gt;
&lt;br /&gt;
Of course, that&#039;s what they think. And it&#039;s probably why  you&#039;re here.&lt;br /&gt;
&lt;br /&gt;
In reality, it&#039;s a terrifying horde of stinking, pallid creatures. Swarms of ghouls compete with each other to be first into the fray, scrabbling at their enemies desperately, dragging and tearing apart their enemies. Huge cannibals charge into the fight, shattering the battle line with their charge. Horrid, flying monsters impale unfortunates, while giant undead dragons and terrorgheists cut bloody swathes through formations of troops.  At the head of it all, stand the proud ghoul kings and archregents. Inhumanly fast and durable, such bestial vampires rip apart scores of foes with horrifying ease, while their so-called holy prayers and spells take the form of dark death magic laced with the traces of their delusion.&lt;br /&gt;
&lt;br /&gt;
Welcome to the court. And welcome to the feast.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* You can play an army of [[Nemesor Zahndrekh]] turned up to 100 with a sprinkling of cannibalism.&lt;br /&gt;
* They favor an aggressive playstyle.  In fact, they can give the Daughters of Khaine a run for their money.&lt;br /&gt;
* You want to play an undead faction that doesn&#039;t (exclusively) serve [[Nagash|the big, bony douchebag]].&lt;br /&gt;
* You dish out Mortal Wounds like they were candy.  For a good example, there&#039;s the Abhorrant Ghoul King on Royal Terrorgheist.  With the right combination, he can get Always Strikes First and deal 20+ MORTAL WOUNDS from his Terrorgheist&#039;s Gaping Jaw!&lt;br /&gt;
* Their insane nature opens up many narrative ideas for your battles, as well as conversion opportunities.&lt;br /&gt;
**This isn&#039;t limited to knights in shining armor either. The new Seraphon battletome mentions a court who are convinced they are Saurus Warriors.&lt;br /&gt;
* With Bravery 10, they&#039;ll only run if they&#039;re pounded into the ground and even then there&#039;s a chance they&#039;ll stand.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* As is typical of Death faction armies, your heroes are the lynchpin.  If you lose them, it&#039;s an uphill battle, even moreso than normal Death factions, as they have summoning magic but you don&#039;t anymore.&lt;br /&gt;
* Low saves everywhere.  Even your heroes have lower saves than their equivalents in other armies.&lt;br /&gt;
* Expect accusations of being a tier-whore as they&#039;re quite good in the competitive meta.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Flesh-Eater Courts (2019)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/07/d6f53cb2.pdf Flesh-Eater Courts Errata]}}&lt;br /&gt;
&lt;br /&gt;
==General Thoughts==&lt;br /&gt;
So, how do the Flesh-Eater Courts look? This battletome, while seemingly lazily done, has actually gifted the sons of Ushoran a TON of ways to play. The Skaven kinda got the short end of the stick, being nerfed and having multiple ways of exploding, plus VERY restricted battleline. But us? Our battleline is incredibly flexible, and the Grand Courts do an incredible job of changing our playstyles. As such, this book is a ton of fun, plus the lore&#039;s amazing. &lt;br /&gt;
&lt;br /&gt;
Some general tips that should be noted for new Flesh-Eater players:&lt;br /&gt;
This army is hilariously easy to build up thanks to the Start Collecting! Flesh-Eater Courts box, which gives everything you need, and if you have a Skaven friend, Carrion Empire is another incredible deal. If you can, try getting the Nightfeast Hunters Skirmish box as well. &lt;br /&gt;
&lt;br /&gt;
The lore of this army is fucking awesome. It&#039;s easily one of the most unique. So experiment! Try all kinds of things with your lore. Go insane, it&#039;s in theme. &lt;br /&gt;
&lt;br /&gt;
Models wise, the army is still great. But when painting the inevitable horde of ghouls, try taking breaks now and then between your batches of ghouls by painting your heroes or monsters or horrors. It really helps break the monotony of painting ghouls. And don&#039;t be afraid to convert! Your guys are completely crazy, so go nuts with conversions! The Varghulf model is incredibly old but still good, but if you wish, there are tons of cool models that fit on 60mm bases that work great as a conversion! Don&#039;t forget, your courtiers must be made from the same boxes as your normal mooks, so plan out in advance how you&#039;re gonna build your boxes. For example, in my case: I had 3 boxes of Crypt Horrors/Flayers, and I used the parts inside to build 3 Crypt Horrors, 3 Flayers and 2 Haunter Courtiers and 1 Infernal Courtier. For Ghast Courtiers, try finding conversions, because you do NOT want to take that single model out of your ghoul blob and be left with 19 odd ghouls, consider the Grymmwatch set, since it comes with 6 unique and very distict ghoul models. Currently the official base size for Ghast Courtiers is 32mm, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
In terms of playstyle, I have no idea why but a LOT of FEC players have this weird Blisterskin Flayer or Gristlegore Monster Mash fetish. Keep in mind, Flayers are NOT reliable whatsoever. Same with your monsters. This will be touched upon again later. Large groups of flayers with the feeding frenzy command ability will put out an obscene amount of mortal wounds.&lt;br /&gt;
&lt;br /&gt;
The most important part of the playstyle that should be remembered is this: Your units are overpriced like all hell for good reason. A unit of Horrors is the same cost as a Fellwater Troggoth unit that has outright better stats. Why? Because you can bring your Horrors back, they can&#039;t. You can summon entirely NEW units as well. So focus on that. Your units generally suck, and rely on synergies to bring out the best in them. There was a lot of crying about the new Feeding Frenzy being overpowered, but it&#039;s really useful at making flesh-eaters viable. SO remember: One of your greatest strengths is your numbers and sheer attrition power. There are few armies in the game that can throw so many bodies on the board, or regenerate so much, which is why you should try to focus on that. &lt;br /&gt;
&lt;br /&gt;
Most importantly, have fun with the Courts of Ushoran! This is an incredibly cool army that also loves conversions, so let your imagination go wild!&lt;br /&gt;
&lt;br /&gt;
==Allegiance Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Courtiers:&#039;&#039;&#039; Each time one of your units wholly within 12 inches of your general or friendly FEC hero takes a wound or mortal wound, they get an extra 6+ save. Classic Death allegiance ability. Not amazing, but it’s quite reliable and helps make up for your poor average save. Works with both courtiers and Abhorrants, so try to ensure that all of your MORDANTS are within range of any COURTIERS or ABHORRANTS to get the most out of this. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy:&#039;&#039;&#039; It’s been HUGELY improved. It’s now a command ability that you can use immediately after any FLESH-EATER COURTS unit has piled in and made its attacks, wholly within 12&amp;quot; of any FLESH-EATER COURTS HERO, increased to 18&amp;quot; if the general uses the command ability. That unit gets to pile in and attack AGAIN! RIP AND TEAR! Normally your units are relatively weak, but with this you can seriously pump out good damage. However, this means that you need to spend your command points carefully. There’s also some serious utility with this ability, as piling in again means you get to effectively move 6 inches in the combat phase, allowing you to either attack vulnerable heroes, or pull your opponent’s shooting units into the fight. You can also use this to swarm objectives better with Crypt Ghouls, letting you claim them, especially since you will usually have a LOT of them. But be extremely careful that you don’t pull in your opponent’s stronger melee units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Court of Delusions:&#039;&#039;&#039; With this, you get to choose an ability for your entire army before choosing your command trait. Can drastically alter how you play your army, so choose...carefully. Notable this gives you a unique set of tactical options. Up against a gunline? go Crusading Army. Trolls? Royal hunt and so on. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Crusading Army:&#039;&#039;&#039; You can add 1 to run and charge rolls for Flesh Eater Courts units. Solid, and can add up to a few extra made charges over the course of a game. Somewhat weaker than before, no free re-rolls unlike last time. Still solid, but pales a bit in comparison to The Feast Day (Will be discussed below).&lt;br /&gt;
#&#039;&#039;&#039;The Royal Hunt:&#039;&#039;&#039; Your entire army can reroll hit and wound rolls of 1 but only when attacking monsters. Ok, but extremely dependent on your opponent’s army (and by extension, your local meta). The main problem being that many of your units have innate access to re-rolls, such as crypt Horrors or ghouls, while Zombie Dragon Ghoul Kings could potentially cover re-rolling wound rolls. However, it’s better with your big monsters and Crypt Flayers, who have less access to re-rolls. &lt;br /&gt;
#&#039;&#039;&#039;The Feast Day:&#039;&#039;&#039; You can use the Feeding Frenzy command ability without spending a command point once per turn. Incredible. Also note that it doesn&#039;t specify a specific turn in which it applies... so you can use the command ability during your opponents turn once for free as well! You will always get mileage out of this one. By far best all-round delusion (once again excluding Grand Courts, but more on that below). It used to be so bad, but it’s now a great choice if you wish to save command points for other things, such as summoning more mordants or the generic ones. &lt;br /&gt;
#&#039;&#039;&#039;A Matter of Honour:&#039;&#039;&#039; Your units can reroll hit rolls of 1 when targeting heroes. If it&#039;s the enemy general you can reroll wound rolls of 1 too. Much more universal than Royal Hunt, so worth a look. Good choice, especially since it applies to your whole army. It’s generally a nice bonus, but might depend on what your opponent brings. &lt;br /&gt;
#&#039;&#039;&#039;The Grand Tournament:&#039;&#039;&#039; Heroes other than your general can reroll hit rolls of 1. It is specific and obviously only useful if you&#039;ve got a bunch of heroes, but if that&#039;s the army you&#039;re running then it can hurt a lot. If you are running an Archregent, Foot AGK or Courtier General and at least one (two+ preferred) mounted AGKs, this could be worth it. Consider your heroes. The mounted AGKs will benefit a lot from this. Your foot AGKs are solid fighters, but remember that your Haunter Courtier is unlikely benefit much from this. Same with the Varghulf Courtier, both of whom usually have innate re-rolls. Overall, an honestly strong choice if you bring a lot of mounted AGKs. Not as much utility as The Feast Day or Crusading Army, but re-rolling those dreadful ones with your mounted Terrorgheist’s Fanged Maw is amazing. &lt;br /&gt;
#&#039;&#039;&#039;Defenders of the Realm:&#039;&#039;&#039; Reroll saves of 1 for all units with at least half of their models in your territory. Since you don&#039;t have much in the way of long-range attacks, you&#039;re probably going to need to be aggressive, so this won&#039;t be useful. Running this with King&#039;s Ghouls and two 40 Ghoul blocks could make for a more defensive army. Even if you have to be defensive, this isn’t that strong. Your units have weak saves across the board. HOWEVER, if you are really dead set on this, then consider what units will benefit most from it. Ghouls are unlikely to benefit much, but your monsters and ABHORRANTS will, with their solid 4+ saves. Once again, a somewhat situational delusion, but definitely has its uses. &lt;br /&gt;
&lt;br /&gt;
The best delusion is The Feast Day, by far. Crusading Army and maybe The Grand Tournament might be worth a look depending on your list. The others tend to be too situational or don&#039;t offer anything else that FEC don&#039;t have access to via other means.&lt;br /&gt;
&lt;br /&gt;
===Grand Courts=== &lt;br /&gt;
Now instead of a delusion, you get to choose one of the the Grand Courts! Kind of like Beasts of Chaos Greatfrays or Stormcast Stormhosts. You get a specific delusion, a command trait, an artifact and your own command ability. So unlike the Delusions, you get a command ability to make up for the fact that you MUST take the command trait and artifact. All of them are pretty solid, and it means that you have a gigantic amount of customization for your army. These ones hugely change up your army’s playstyle. &lt;br /&gt;
&lt;br /&gt;
====Morgaunt Grand Court==== &lt;br /&gt;
*&#039;&#039;&#039;Ability: Blood Loyalty&#039;&#039;&#039;&lt;br /&gt;
Solid. Your MORGAUNT COURTIERS wholly within 12&amp;quot; of a MORGAUNT SERFS (your crypt ghouls) unit, re-roll hit rolls of 1. Haunter and Varghulf Courtiers have relatively easy access to re-rolls, unlike Ghast and Infernals, who will definitely benefit a lot. However, the best part of this ability is this: Your MORGAUNT SERFS wholly within 12&amp;quot; of your COURTIERs activate Boundless Ferocity at 10 or more models. Boundless Ferocity is the new fancy name for Battalion Strength, meaning that your ghouls get an extra attack (usually 3 attacks total), at 10+ models. This is incredibly useful, as it means that 20-ghoul blobs are viable, and summoning a ghoul unit may actually do something. Of course, be careful of the range. As well as the fact that ABHORRANTs cannot activate it, only COURTIER units can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Heaving Masses&#039;&#039;&#039;&lt;br /&gt;
Your opponent is going to destroy lots of ghouls. What do you do then? You bring even MOAR ghouls. You can use this command ability when any MORGAUNT SERFS unit is destroyed, and you roll a dice, on a 4+, you get to set up the exact same unit wholly within 6&amp;quot; of any edge of the battlefield, and 9&amp;quot; from enemies. This is actually really useful. The biggest weakness is that you&#039;re spending a command point for a 50% chance of bringing back a unit, which is risky, though better than those Hammers of Sigmar gits. The most obvious use is in gaining insane amounts of attrition pressure. BUuuut, you also should remember: You can choose ANY edge. There are a lot of ways to use this. If you have multiple units of 10-20 ghouls, you can try your luck with this to let those ghouls attack from unexpected angles, tying up shooty units, and possibly killing squishies, especially if you summon a COURTIER using an Archregent or zombie dragon ghoul king. Still great to use on big groups though. See the smaller groups as an ambush party of sorts. They have the flexibility and small footprint to go after your opponenent&#039;s backline, while having the damage (Keep Blood Loyalty in mind) to seriously dent stuff. Remember though, you can only use this when a unit is destroyed, so if the roll fails, those guys are permanently gone, so don&#039;t be a smartass trying to bring units back from the dead.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Savage Chivalry&#039;&#039;&#039;&lt;br /&gt;
You can re-roll hit-rolls of 1 for your general if they are within 12&amp;quot; of a MORGAUNT SERFS unit. Look carefully at &amp;quot;WITHIN&amp;quot;. Your Mounted ghoul kings just need a tiny part of their base to be within 12&amp;quot; and they get the re-rolls. Doesn&#039;t seem like a lot, but it&#039;s a very useful buff. But remember carefully who benefits most from this. Varghulf and Haunter Courtiers benefit little, so your best bet would be ABHORRANTs, but don&#039;t forget that this CANNOT affect a royal terrorgheist or zombie dragon mount. That said, it&#039;s not a jaw-droppingly good command trait, but you honestly can&#039;t go wrong with this. Reliable if a little boring. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Decrepit Crown&#039;&#039;&#039;&lt;br /&gt;
This special artifact which allows your units to ignore battleshock while WHOLLY within 12 inches of the wielder, 18 if the general Carries it. Most would dismiss this as weak since Death units have bravery 10 (which is awesome), but you’re playing crypt GHOULS. These guys die like flies, and while they won’t run like a Skaven, you will still lose a LOT to battleshock. This also saves your CPs from being used on Inspiring Presence. Your monsters don&#039;t care about battleshock, but Crypt Ghouls most certainly do. And while Crypt Horrors and Flayers don&#039;t usually care about battleshock, the fact that this still buffs them shouldn&#039;t be forgotten. Terrible battleshock rolls, heavy casualties, losing those Crypt Horrors/Flayers is PAINFUL. So this is honestly a great artifact.&lt;br /&gt;
&lt;br /&gt;
Overall, a great Grand Court. Remember, this focuses a LOT on your Serfs/Crypt Ghouls, who are excellent at killing lightly-armored foes. For sample lists, you could try multiple units of 10-20 ghouls as screens and fodder to die for your bigger blocks of 30-40, and use Heaving Masses for them to either threaten objectives or threaten the enemy backline. Also, try bringing rending units, such as Flayers or monsters. In this kind of list, having a Courtier or two would be extremely useful, such as using an Archregent or Zombie Dragon Ghoul King&#039;s summon ability. Generally best to summon either Ghasts or Varghulfs, since they can replenish those units, AND use the Feeding Frenzy Command ability on said units.&lt;br /&gt;
&lt;br /&gt;
====Hollowmourne Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Shattering Charge&#039;&#039;&#039;&lt;br /&gt;
Your COURTIER and KNIGHTS units get to re-roll wound rolls of 1 in turns that they charge. This is scary good at increasing your damage, and you can squeeze out all the mileage from this with Feeding Frenzy. All your COURTIERS benefit, but monsters like your Varghulf and Haunter Courtiers will go nuts with this. Your KNIGHTS, Horrors and Flayers both benefit hugely from this, especially because they pump out so many attacks. It&#039;s also worth mentioning that while your zombie dragon ghoul kings can cast his unique spell to get full re-rolls, it&#039;s not guaranteed to go off, and sometimes it may get unbound. While this shit? This shit means shit&#039;s going down son, guaranteed so long as you get that charge. Speaking of which...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Ravenous Crusaders&#039;&#039;&#039;&lt;br /&gt;
You can pick any HOLLOWMOURNE unit wholly within 9&amp;quot; of a HERO or 18&amp;quot; of your general, and they get add 1 to run and charge rolls, and can even run and charge. This significantly increases your threat range, and gives you the flexibility to attempt long bomb charges. It also works with your units that you summoned, since they now just need an 8 to make a successful charge. However, this command ability requires you to THINK. Don&#039;t spam it or you will most definitely run out of command points. You don&#039;t always wish to throw your horror deathstar as fast as possible at your opponent. It&#039;s easy for your units to accidentally run OUT of your synergy and buff ranges, leaving them as easy pickings. So be very careful with this. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Grave Robber&#039;&#039;&#039;&lt;br /&gt;
Once again, doesn&#039;t affect mounts. So no cheesing with your royal mounts. Your general adds 1 to attacks and damage while within 3&amp;quot; of enemy HEROES with an artifact of power. Even though it doesn&#039;t affect your mount, Abhorrant Ghoul Kings and Archregents actually benefit a LOT from this. They have a lot of attacks, so that added damage will hurt. However, it&#039;s difficult to get close to enemies with artifacts of power. So it might be really good on Varghulf Courtiers or mounted Kings, units that can fly and pick their fights. It&#039;s also worth remembering that your general doesn&#039;t need to attack the hero with an artifact, you can actually tear apart that unit your opponent was screening his hero with. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Corpsefane Gauntlet&#039;&#039;&#039;&lt;br /&gt;
When the model with this artifact charges, you can inflict D3 mortal wounds on a 2+ against ONE enemy unit within 1&amp;quot;. It&#039;s a very small effect, since the bearer may not make that many charges. HOWEVER, there are some uses to this. Infantry units have the wounds to laugh it off, so pick your charges wisely. Monsters with damage tables would utterly hate taking D3 wounds, as it can knock them down a peg even before your guy swings. Heroes usually have about 5 wounds, and as such this can seriously hurt them. Squishy glass cannon units with lots of damage may also hate this, especially 1 wound units like Bestigors, Grimghast Reapers, Bladegheist Revennants, Bloodletters, heck, even Loonsmasha Fanatics. &lt;br /&gt;
&lt;br /&gt;
In conclusion, quite a killy Grand Court. My personal favorite because I&#039;m in love with Horrors. Ravenous Crusaders should be used wisely and as a sneaky trick, since you can use it to surprise your opponent with extended threat ranges. It&#039;s also very good for summoned units to fish for those 9&amp;quot; charges. These armies would probably like using a mounted ghoul king or varghulf courtier general to make use of Grave Robber, while the Corpsefane Gauntlet does great on anything, though aggressive heroes that will most certainly get stuck in will like this. Interestingly, Varghulf courtier or mounted king generals could get a lot of mileage by having having the Gauntlet, since they have the mobility to pick their targets and get to artifact-carrying heroes, while having the stats to massively benefit from the Grave Robber buffs. Don&#039;t forget, your Horrors become battleline if you choose this Grand Court. After some testing by the noble kings of the Grand Alliance community, it can be said that Hollowmourne is surprisingly strong. Deranged Transformation on one unit of 6 Horrors, Ravenous Crusaders on another unit of 6, allows for incredible mobility. Don’t use this to alpha strike, instead, use it as a scalpel. Such Horrors work great in an Attendants at Court battalion, use this to target enemies that your Horrors are good against, while the rest of your army moves into position.&lt;br /&gt;
&lt;br /&gt;
====Blisterskin Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Blistering Speed&#039;&#039;&#039;&lt;br /&gt;
All your BLISTERSKIN units gain 2 inches of movement. This is honestly incredible. You will ALWAYS get a use out of this. There&#039;s little to be said, other than the fact that you will normally outrange your opponent in terms of threat range. This allows you to cross the board faster, and forces your opponent to play conservatively, as they have to watch for you, because with this, you have the ability to pick your fights with this kind of insane mobility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Lords of the Burning Skies&#039;&#039;&#039;&lt;br /&gt;
Used in the movement phase, you get to choose  BLISTERSKIN unit with the FLY keyword. You can remove it from the battlefield and set it up again 9 inches away from any enemy models. They can&#039;t move after that. Nice. Unfortunately, being limited to flying units does restrict it quite a bit. Try not to use this for alpha strikes, as you have little ways to buff up an alpha strike to do it reliably or even kill the stuff you charge. Instead, the mere threat of it is a boon. Your opponent has to set up to prepare for any potential attacks from unexpected angles. Use it also for objective grabbing or you can set up your monsters/flayers a good distance away from the enemy such that they can&#039;t charge your units easily, while yours can (Your guys have a LOT of movement, so use it). It allows you to threaten your opponent and spread them thin. Don&#039;t forget, you can still shoot. Flayers get to shoot, and they can deal decent damage en masse, while Terrorgheists and Zombie Dragons have outright terrifying ranged attacks, especially the Terrorgheist. (Cast that fly spell on some ghouls and now they can teleport).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Hellish Orator&#039;&#039;&#039;&lt;br /&gt;
While this general is ON the battlefield, at the start of your hero phase roll a dice, on a 4+ you get a command point, in addition to your normal. Because we have no cap on CP generation, this is a great command trait. Especially with how CP hungry we are. This will always be useful, although it being random is a partial issue, of course, but it’s better than many other command traits. Try to ensure your general stays alive then, for example, an Archregent kept at the back, because if he’s dead (most mounted kings will eventually get targeted and hoses down) or deep striking (Zombie Dragon kings can do that), this trait won’t work. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Eye of Hysh&#039;&#039;&#039;&lt;br /&gt;
Subtract 1 from hit rolls for attacks made within missile weapons that target a friendly BLISTERSKIN unit wholly within 6” of the bearer. The biggest weakness is the 6” range. However, it does work on the Bearer himself. Can be situational, especially against melee-centric armies like Ironjawz or Khorne, but will usually get at least some mileage. Don’t try to brick up your entire army around the Bearer though, it will be extremely awkward and difficult considering the large footprints of your army. Still a decent artifact. &lt;br /&gt;
&lt;br /&gt;
All in all, a great Grand Court with lots of utility based artifact and trait. It’s useful, although it’s strengths are not immediately obvious and require finesse in using. One of the most important things about this is the fact that Flayers become battleline. Generally, Blisterskin Flayer lists have become competitive, and are seen as surprisingly strong, due to a mix of excellent mobility, lots of mortal wounds and a LOT of armor piercing damage, while still able to clear hordes quickly.&lt;br /&gt;
&lt;br /&gt;
==== Gristlegore Grand Court====&lt;br /&gt;
*&#039;&#039;&#039;Ability: Peerless Ferocity&#039;&#039;&#039;&lt;br /&gt;
If the unmodified hit roll for an attack made by a GRISTLEGORE hero or GRISTLEGORE monster is 6, that attack inflicts 2 hits on that target instead of 1.  Make a wound and save roll for each hit. Insanely powerful when used with Ghoul kings on terrorgheists with gruesome bite. You can easily fish for Fanged Maw hits, and if you do get a hit roll of 6, your attack still explodes. However, one attack will be converted into 6 Mortal wounds and its attack sequence ends, while the other will make a wound roll as normal. It allows you to deal mortal wounds, followed by the chance to toss out some extra 2 rend damage. Add Feeding Frenzy, and you’ll see the reason why Mounted TG kings are now a staple in competitive play. However, try not to use this trick so much, it WILL lose you friends. Seriously, I’ve seen it. &amp;lt;s&amp;gt;(the seq END so you can&#039;t make that combo)&amp;lt;/s&amp;gt; Nope, FAQs have confirmed that each effect will trigger ONCE.  So as described above, 1 hit becomes 2, and one of those hits will trigger Gaping Maw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Call to War&#039;&#039;&#039;&lt;br /&gt;
If a friendly GRISTLEGORE hero or GRISTLEGORE monster that has not fought in a combat phase is slain while wholly within 12&amp;quot; of a friendly hero (or 18&amp;quot; of the general), you can use this command ability to let it pile-in move and then attack with all its melee weapons. You can use Feeding Frenzy right after Call to War, if you want to lose more friends. Very useful, especially if Monstrous Vigor is on that dead unit. It allows you to squeeze all the value out of your guys. Especially powerful on any Terrorgheist, because their bite doesn’t degrade as they get wounded. However, this should not be used every time you lose someone. Try only to use it for your stronger heroes/monsters, or you’re gonna waste Command points that could’ve been used for feeding frenzy on your healthier units. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Savage Strike&#039;&#039;&#039;&lt;br /&gt;
This general fights at the start of the combat phase before the players pick any other units to fight in that combat phase on a turn they made a charge (via GHB2019 FAQ). This general cannot fight again in that combat phase unless an ability or spell allows it to fight more than once. This is exactly why Abhorrant Ghoul King on Terrorgheist generals are so powerful. &amp;lt;s&amp;gt;It takes priority even in your opponent’s combat phase, which is insane because you can still use Feeding Frenzy.&amp;lt;/s&amp;gt; this isn&#039;t true anymore since it now only works when you charged. Once again, try not to cheese with this too much or you’ll literally be That Guy. There’s good reason why the FEC Start Collecting got sold out at LGS because of Legions of Nagash players.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefect- Ghurish Mawshard&#039;&#039;&#039;&lt;br /&gt;
It&#039;s a d6 roll and if you roll over your targets wounds characteristic they&#039;re slain! Also ONCE PER BATTLE!!! Unfortunately this doesn&#039;t work on big things, so if you knock that Bloodthirstier down to 3 wounds remaining, you can&#039;t use this to finish it off since it has 14 wounds base on its warscroll). Also needs to be used at the start of the combat phase and 1&amp;quot; range.... Maybe worthwhile on something with a decent save, mortal wound negation and/or ethereal special rule. Still, versus a 3 wound model, it&#039;s a 50/50 chance.&lt;br /&gt;
&lt;br /&gt;
Overall, a very strong Court. There was an errata where monsters without king riders don’t count towards Behemoth, which is crazy good. (Cry your hearts out Beastclaw raiders!). Even so, spamming monsters is not that cheesy, it’s when someone spams 2-3 Ghoul King’s  on Terrorgheists all with gruesome bite, that’s just disgusting. But if you really want to smash someone you really don’t like, then that’s a good sample list for you.&lt;br /&gt;
&lt;br /&gt;
==Command Traits==&lt;br /&gt;
There are now 2 tables: Royalty and Nobility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royalty: ABHORRANT HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bringer of Death:&#039;&#039;&#039; Your general can reroll wound rolls of 1. Pretty solid for a close combat monster general. &lt;br /&gt;
#&#039;&#039;&#039;Frenzied Flesh-eater:&#039;&#039;&#039; Reroll failed hits and wounds if there are any wounded models within 3&amp;quot;. As wounds only get allocated one all of the unit&#039;s attacks have been resolved, reliability will depend greatly on how many multi-wound models your opponent is fielding.&lt;br /&gt;
#&#039;&#039;&#039;Savage Beyond Reason:&#039;&#039;&#039; Unmodified hit rolls of 6 explode into 2 automatic hits. Competes with Frenzied Flesh-Eater. This is also very good, since your abhorrants have so many attacks that they can do a LOT of damage with this. However, less reliable than Frenzied Flesh-Eater, since those 6s may not always happen.&lt;br /&gt;
#&#039;&#039;&#039;Majestic Horror:&#039;&#039;&#039; If you have a summoning Command Ability, use it for free. It will save you one command point. Which can actually mean a lot. It means that your Archregents/Ghoul Kings don&#039;t need to hang around the throne, or can work great with your mounted kings. It&#039;s not as game breaking as before, but you can hardly go wrong with a free command point.&lt;br /&gt;
#&#039;&#039;&#039;Dark Wizardry:&#039;&#039;&#039; Add 1 to the General&#039;s Casting, Dispelling and Unbinding rolls if they&#039;re a Wizard. This is nuts. It&#039;s an incredible command trait, especially for your Archregents, who can cast 2 spells AND unbind 2 spells a phase. This is probably the strongest and most reliable trait for a foot ABHORRANT hero, who usually prefer to support than fight. Your mounted kings work best with the more combat-oriented traits above, and even then, they may prefer this due to the fact that your kings aren&#039;t that scary in combat. &lt;br /&gt;
#&#039;&#039;&#039;Completely Delusional:&#039;&#039;&#039; Once per battle, if your general is still alive, you can change your current delusion to a new one. You cannot choose a Grand Court though. Actually quite good, as your delusions are actually solid. It does give you huge flexibility, for example, start with Crusading Army to NYOOOOOOM up the board, then change to Feast Day when getting stuck in. Or use Defenders of the Realm if you&#039;re expecting an alpha strike, then swap to Feast Day to boost your combat power. The possibilities are actually limitless.&lt;br /&gt;
&lt;br /&gt;
Definitely a great table. Your close combat generals would appreciate almost any of the combat traits, Majestic Horror is a great utility trait that will always get work done no matter what, Dark Wizardry is just crazy good, while Completely Delusional is an incredibly strong trait that requires finesse to use but is greatly rewarding when used well. Archregents will love Dark Wizardry, that is a given. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobility: COURTIER HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bringer of Death:&#039;&#039;&#039; Your general can reroll wound rolls of 1. Pretty solid for a close combat general. Haunter and Infernal Courtiers will like it, and Varghulfs will love this. &lt;br /&gt;
#&#039;&#039;&#039;Frenzied Flesh-eater:&#039;&#039;&#039; Reroll failed hits and wounds if there are any wounded models within 3&amp;quot;.  See above. &lt;br /&gt;
#&#039;&#039;&#039;Savage Beyond Reason:&#039;&#039;&#039; Unmodified hit rolls of 6 explode into 2 automatic hits. This is great. Your Haunter Courtier has multi damage weapons that will love exploding dice, and your Varghulf Courtier will go nuts with this, thanks to his insanely high damage output, while your Infernal Courtier will certainly appreciate this.&lt;br /&gt;
#&#039;&#039;&#039;Hulking Brute:&#039;&#039;&#039; Add 1 to your general&#039;s wounds. Not bad. But generally quite unimpressive compared to the other options. &lt;br /&gt;
#&#039;&#039;&#039;Cruel Taskmaster:&#039;&#039;&#039; You can re-roll the dice when using the Muster ability. Less potent for a Ghast Courtier, since ghouls are regenerated on a 2+. However, this is a godsend for Haunter or Infernal Courtiers, since a re-rollable 5+ is technically equivalent to a 4+. Keep in mind that any dice can be rerolled, including successful rolls, so that Varghulf Courtier who brought back a bunch of ghouls can actually reroll the dice and fish for 5s and 6s. A very good trait. *&amp;lt;i&amp;gt;Actually&amp;lt;/i&amp;gt;, if you reroll, you must reroll ALL the dice.  So more of a safety net if you roll terribly than a constantly reliable trait.&lt;br /&gt;
#&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; You&#039;re a WIZARD, Harry! A flesh-eating and completely insane one, too. You also get to cast 1 spell, unbind 1 and know the Black Hunger spell. This is another insanely strong trait. Being a FLESH-EATER COURTS WIZARD means that you can cast Endless Spells, and you also know one spell from the Lore of Madness (More on that later). This is extremely good, but since feed on Dark Magic only triggers if an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; casts a spell, it falls short in that regard.&lt;br /&gt;
&lt;br /&gt;
Overall, a great set of command traits. This whole table generally does best with a Varghulf Courtier general, but the others can work. Combat generals should probably grab Savage Beyond Reason, while anything else should usually get Dark Acolyte. Cruel Taskmaster is crazy good but depends heavily on what you need. Usually, another wizard is better than rerolling your muster ability.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
There are 2 sets of artifacts now, one for Abhorrants and one for Courtiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royal Treasury: ABHORRANT HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Signet of the First Court:&#039;&#039;&#039; Unmodified wound rolls of 6 by the general get damage increased by 1 for that attack. Most Abhorrants have a lot of attacks, so they can definitely get some serious mileage out of this. Somewhat overshadowed by the support artifacts, but great if you want a damage focused abhorrant. &lt;br /&gt;
#&#039;&#039;&#039;Splintervane Broach:&#039;&#039;&#039; Enemy Wizards within 12 subtract 1 from their casting rolls. Very nasty if you can get within range, but a lot of Wizards will just move out of range of it, so unreliable. Having said that, with the arrival of Malign Sorcery and increased focus on magic, this is definitely a more viable option than in AOS 1.0. If you are playing a one off against a magic heavy opponent or have a magic heavy local meta, it definitely bears consideration.&lt;br /&gt;
#&#039;&#039;&#039;Blood River Chalice:&#039;&#039;&#039; Once per game heal D6 wounds on your character. Best on a mounted ghoul kings who just shifted down a wound level to bounce him back up. It&#039;s a great artifact. Wasted on foot kings, who only have 6 wounds, or Archregents, who already heal 3 wounds instantly. This should always be given to mounted kings, who can heal D6 from this, then D3 from their Royal Blood ability, which can mean a TON of wounds recovered. Excellent artifact, you can get a ton of mileage out of this. In practice, many opponents will try to one shot the bearer so he can&#039;t use it. If you can predict when he&#039;s gonna do it, try casting Unholy Vitality (Your TG riding king&#039;s unique spell). Even if your opponent manages to kill him, he would have wasted so much damage on your character trying to kill him. &lt;br /&gt;
#&#039;&#039;&#039;The Grim Garland:&#039;&#039;&#039; Enemy units within in 6 subtract 2 from their Bravery. In practice, this means 1 enemy unit, but this is still incredible. An autopick for any Flayer or Terrorgheist heavy list. Your shooting attacks will deal huge amounts of damage, and that&#039;s not even taking into account the horrendous battle shock that you have to take, normally forcing the wasting of a LOT of command points for Inspiring Presence. &lt;br /&gt;
#&#039;&#039;&#039;The Dermal Robe:&#039;&#039;&#039; Add 1 to casting, dispelling, unbinding rolls for bearer. Once again, just plain insane. You can either stack it with Dark Wizardry for a godlike caster who can compete with Arkhan and even Nagash, or you can give it to someone else to spread your spells around. Generally best with Archregents once again, who are complete gods of magic for the flesh-eaters. This is an insanely good artifact, that you seriously cannot go wrong with.&lt;br /&gt;
#&#039;&#039;&#039;Heart of the Gargant Feast:&#039;&#039;&#039; Once per game rerolls to wound for your character. Solid, but limited, probably better to take something that helps more than one unit. What he said. The artifact is relatively meh, but if you truly wish to use it, use it with a strong mounted king, and buff him with stuff like Feeding Frenzy, the Archregent&#039;s Ferocious Hunger, Zombie Dragon King&#039;s Malefic Hunger, you get the idea, especially if you REALLY want something just that dead, since the aforementioned spells actually buff your mount too. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Noble Heirlooms: COURTIER HEROES only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Keening Bone:&#039;&#039;&#039; One the bearer&#039;s melee weapons has its range changed to 3 inches. Formerly seen as a joke, but it&#039;s a very interesting artifact. 3 inches is massive, and as such, when piling in your hero, this can be used as a very nasty surprise. This actually makes for a great hero killer, especially after piling in. Feeding Frenzy can be used to get even more threat range, allowing you to hit squishy support heroes standing behind, or attack powerful melee characters from a safe range - behind his own troops.  &lt;br /&gt;
#&#039;&#039;&#039;Medal of Madness:&#039;&#039;&#039; Once per battle ROUND this now allows the Courtier to use one of the three generic command abilities for free. (per the FAQ)&lt;br /&gt;
#&#039;&#039;&#039;The Flayed Pennant:&#039;&#039;&#039; Re-roll failed charge rolls for FLESH-EATER COURTS units wholly within 12 inches of bearer. Oh how the mighty have fallen. Yet, not all hope is lost. Still makes for super cool conversions, such as a Chaos warrior&#039;s banner, or heck even a Bloodletter&#039;s Bloodsoaked Banner. This is arguably stronger than before. It&#039;s effect is permanent, and once again, a Varghulf carrying this could zoom around, buffing everyone you need to buff. Free re-rolls means more CPs saved, and thus more Feeding Frenzies, or more summons or more Grand Court command abilities. Just make sure you position your Courtier to be where most of your charges will be made.&lt;br /&gt;
#&#039;&#039;&#039;Carrion Wand:&#039;&#039;&#039; Bearer can cast Arcane Bolt like a WIZARD. If he&#039;s already a WIZARD, basically if he has the Dark Acolyte command trait, add 1 to casting rolls for Arcane Bolt. Not amazing, but it&#039;s interesting, since you can use Arcane Bolts to snipe enemy characters. It&#039;s decent, though not that useful.&lt;br /&gt;
#&#039;&#039;&#039;The Fleshform Raiment:&#039;&#039;&#039; Subtract 1 from bravery of enemy units within 3 inches of bearer. A straight downgrade from the Grim Garland. In every single case, you should take Grim Garland over this. Abhorrants have access to larger bases, and the debuff is far more painful. However, if you still want this artifact, then you should probably take both this AND the Grim Garland. If you want the bravery bomb, then you pretty much HAVE TO COMMIT. Still not the most recommended choice.&lt;br /&gt;
#&#039;&#039;&#039;The Bilious Decanter:&#039;&#039;&#039; Wow. Once per battle, add 2 to the attacks of the bearer&#039;s melee weapons. It goes without saying, but Varghulfs benefit massively from this. They have the most accurate attacks, a ton of damage, good rend, and this just boosts it to ridiculous levels. Use Feeding Frenzy to get the most out of this baby. And it&#039;s still incredible on Haunter or Infernal Courtiers, who will definitely love the extra damage. &lt;br /&gt;
&lt;br /&gt;
====Mount Traits====&lt;br /&gt;
Similar to artifacts, you can pick one to give to your mounted ghoul kings. And for each battalion you have, you can pick another. Completely independent from artifacts, which is awesome. Designer&#039;s Commentary also confirms that these traits may be duplicated, unlike Artefacts of Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TERRORGHEIST TRAITS: HERO mounted on Royal Terrorgheist only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Fast:&#039;&#039;&#039; This model can run and still shoot in same turn. It&#039;s decent, it means an extra D6 inches to your Death Shriek, but you can&#039;t charge, which is the main problem. Plus the D6 is unreliable. Overall, not a very good trait.&lt;br /&gt;
*&#039;&#039;&#039;Razor-Clawed:&#039;&#039;&#039; Actually not bad. But relatively weak on a Terrorgheist, since most of his damage comes from his bite, which already does mortal wounds and has a TWO REND. A bit situational, since not many things have such a good save to warrant a -3 rend modifier. &lt;br /&gt;
*&#039;&#039;&#039;Horribly Infested:&#039;&#039;&#039; When the monster dies, inflict 3 mortal wounds instead of D3 with the Infested ability. This is actually really good. A mounted king built for damage can swoop in the middle of the enemy, devastate them, explode and deal a ton of wounds. A very solid trait for Terrorgheists. &lt;br /&gt;
*&#039;&#039;&#039;Horribly Resilient:&#039;&#039;&#039; Heal 3 wounds instead of D3 for Royal Blood. Wow. This is yet another solid trait, as it can bring you up on the damage table easily. Another really good trait.  &lt;br /&gt;
*&#039;&#039;&#039;Gruesome Bite:&#039;&#039;&#039; Re-roll hit rolls with the Terrorgheist&#039;s Fanged Maw. This is almost always the best trait to pick. A 4+ rerollable is better than a 3+, significantly improving your accuracy. Plus, you can fish for more mortal wound hits, which is utterly terrifying. A must-pick to skyrocket your damage potential. &lt;br /&gt;
*&#039;&#039;&#039;Devastating Scream:&#039;&#039;&#039; Add 1 to the roll for Death Shriek. Not very strong, since it&#039;s only one extra wound. Overshadowed by the other traits here.&lt;br /&gt;
&lt;br /&gt;
Kings on Terrorgheists should usually prioritize Gruesome Bite, while Horribly Resilient and Horribly Infested are other great choices. The others are usually not that powerful, or are too situational. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ZOMBIE DRAGON TRAITS: HERO mounted on Royal Zombie Dragon only&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deathly Fast:&#039;&#039;&#039;  This model can run and still shoot in same turn. It&#039;s decent, it means an extra D6 inches to your Pestilential Breath, but you can&#039;t charge, which is the main problem. Plus the D6 is unreliable. Overall, not a very good trait.&lt;br /&gt;
*&#039;&#039;&#039;Razor-Clawed:&#039;&#039;&#039; Actually a good choice for your zombie dragon. Most of his damage comes from that brutal claws, and 2 rend on those is terrifying. He doesn&#039;t do mortal wounds like a Terrorgheist, so extra rend is honestly much more useful for him.&lt;br /&gt;
*&#039;&#039;&#039;Baneful Breath:&#039;&#039;&#039; Re-roll wound rolls for Pestilential Breath attacks. A very solid trait. Your accuracy is incredible, and you&#039;ll hit almost every single time. The biggest weakness of this is the unreliability of the damage D6. It&#039;s a decent choice.&lt;br /&gt;
*&#039;&#039;&#039;Horribly Resilient:&#039;&#039;&#039; Heal 3 wounds instead of D3 for Royal Blood. Wow. This is yet another solid trait, as it can bring you up on the damage table easily. Another really good trait.  &lt;br /&gt;
*&#039;&#039;&#039;Necrotic Fangs:&#039;&#039;&#039; Re-roll damage rolls for your Snapping Maw. Not bad. But given the bad hit-rolls of this weapon, it can be skipped since the hardest part is hitting in the first place. &lt;br /&gt;
*&#039;&#039;&#039;Death From The Skies:&#039;&#039;&#039; STEEL REEHN. Your Dragon can appear anywhere on the board at the end of the first movement phase. Actually a super good trait. Not for first-turn charges. But because your King can basically be where he is needed most. Maybe your Horrors are already getting stuck in, and need your king for the hit re-roll aura and the Malefic hunger buff? Or those Ghoul Patrol Crypt Ghouls are trying to charge and might need a Forward to Victory? There&#039;s a ton of possibilities with this trait, which gives you massive flexibility. &lt;br /&gt;
&lt;br /&gt;
Death From The Skies should be given first priority, while Razor-Clawed and Horribly Resilient are possible but worthy choices.&lt;br /&gt;
&lt;br /&gt;
====Notable Artifacts of the Realms====&lt;br /&gt;
&lt;br /&gt;
==Lore of Madness==&lt;br /&gt;
&lt;br /&gt;
FLESH-EATER COURTS WIZARDS only. Each WIZARD gets one spell from this list. They can actually have multiple copies of the same spell, they just can&#039;t attempt it more than once in the same hero phase. Also, Courtiers with Dark Acolyte get spells from here, since they are wizards in a Flesh-Eater Courts army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonestorm&#039;&#039;&#039; Casts on a 5. Roll a dice for each enemy within a foot, and on a 2+ they take a mortal wound. Decent enough as your second or third pick, and as a plus you get to yell out BONESTORM!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectral Host&#039;&#039;&#039; Casts on a 6. This one lets a unit within 12 fly. If it could already fly they can run and charge. Be still my unbeating heart, this one is amazing. Blisterskin flayers with an average threat range of 25 inch threat are really rather worrisome. Roll a 10 and it&#039;ll target 3 units. Neat. ( pairs well with the blisterkin command ability and any non flying units).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Vigor&#039;&#039;&#039; Casts on a 5. A monster gets to pretend it isn&#039;t wounded. REALLY good in Gristlegore, but otherwise probably less good than the other options on the list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miasmal Shroud&#039;&#039;&#039; Casts on a 5. Roll 3 dice, for each 5+ you do a mortal to the target unit. If you roll a double they get -1 to hit. A triple they also get -1 to wound. Interestingly enough it doesn&#039;t HAVE to do mortals to nerf the unit, so on triple 1s they&#039;re still useless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deranged Transformation&#039;&#039;&#039; Casts on a 6. This one is... actually pretty good!. It adds a unit&#039;s wounds to their move, as long as it&#039;s less than 7 wounds. Suddenly a unit of flayers gets +4 move, and that&#039;s really rather cool. Similar to Spectral Host, and just like it, you can target 3 units if you roll a 10+. Very good, albeit situational compared to Spectral host. You need to build your list around this. Your Horrors and flayers will benefit a LOT from this. Gaining 4 inches move is no joke, and significantly increases your threat range. Deranged Transformation needs to be considered properly. Horrors will appreciate this the most, as you can now pick and choose your favored targets. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Feast&#039;&#039;&#039; Casts on a 7, pick an enemy within 12 of the caster, and a friendly within 6 of that unit. D3 mortals to the baddies, d6 on a 10+. The friendly heals for 1 for each wound done, or if they only have 1 wound, aka ghouls, you can bring back that many dead dudes. Pretty solid spell, and a good way to keep your big scary dragons in fighting form!&lt;br /&gt;
&lt;br /&gt;
==Endless Spells==&lt;br /&gt;
&#039;&#039;&#039;Cadaverous Barricade:&#039;&#039;&#039; Casting value 5 endless spell that doesn&#039;t move, non-DEATH units within 3 inches of this model that start a move suffer a halved distance when making moves. This includes charges, runs, retreats, whatever. It&#039;s only 30points for a wall of bullshit that will make your opponent tear his hair out. Unfortunately, it doesn&#039;t affect Death units. However, bear in mind that this thing also gives cover to units being shot by ranged weapons, so long as the shot unit is within 1 inch of this spell, and if the attacker is closer to the wall than they are to the unit they&#039;re shooting. Remember. How much shooting do you actually have? Flayers, Terrorgheists, who do mortal wounds, zombie dragons, whose rend of -3 does not give a shit. So that pretty much never helps your opponent. Plus it has a longggg range of 24 inches. There are several ways to abuse this thing. Firstly, if your opponent is unfortunate enough to not be dead, a Cadaverous Barricade in the middle of his army will ruin his plans. Plus, you can also dump it in the middle of combats to deny pile in space for your opponent&#039;s scariest monsters and fighters, or block off units trying to claim objectives. Endless Spells are counted as friendly models, so you can only move through this if you can fly (or have some similar ability). You&#039;ll be making everything walk around the flimsy metal fence!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chalice of Ushoran:&#039;&#039;&#039;An endless spell that doesn&#039;t move, count the number of models slain within 12&amp;quot; (Not wholly within, and not units), at the end of each TURN, roll a number of dice equal to that count. For each 4+, heal 1 wound or return a model with a Wounds characteristic of 1 to any FLESH-EATER COURTS unit or model. This is the example of the perfect endless spell. It ties perfectly into our playstyle. Put in the middle of a huge scrum, and watch as this, combined with mustering, just brings back most of your army. It&#039;s still relatively cheap at 50pts, making it easy to slot into any list. Your opponent will do his utmost to dispel this, so you&#039;re probably only able to use it in your turn, but that means one less casting attempt for your opponent. Don&#039;t be afraid to dispel it yourself, though, if the fighting moves somewhere else, and you might need to relocate the Chalice. Remember, you can use it to heal multi-wound models like Horrors and Flyers, but you can&#039;t return a model. So for the sake of Nagash, bring ghouls if you want the most out of this. Ghouls drop like flies, so use it to heal either your ghoul units, or your stronger hammers, such as monsters, Horrors, Flayers, or your Courtiers. Don&#039;t always depend on whether your opponent&#039;s going to bring a horde to feed your damn chalice, just feed it yourself. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpsemare Stampede:&#039;&#039;&#039;a Predatory spell that rolls 5 dice against each unit it moves over. For each roll that beats (not equals) the unit&#039;s wound characteristic, inflict 1 mortal wound, if 6 was rolled, deal d3 Mortal wounds instead. Very strong. Hordes will cry against this, and it even moves 14 inches and flies. While the enemy can certainly send it right back at you, if you have it go over his whole battleline, then he&#039;ll have to run it through his lines AGAIN to whack you with it, forcing him to move it away, which could endanger his backline if they&#039;re too close. Casting value of 7, making it annoying to dispel without buffs. Overall, an excellent choice. Plus, even if it does trample your guys, your guys have the sustain to tank it, the enemy doesn&#039;t. And it&#039;s not even expensive.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are &#039;&#039;&#039;DEATH&#039;&#039;&#039; and &#039;&#039;&#039;FLESH-EATER COURTS&#039;&#039;&#039;. Apart from the Ghoul King (in all his variants), the Terrorgheist and the Zombie Dragon all the units also have the &#039;&#039;&#039;MORDANT&#039;&#039;&#039; keyword.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
====Abhorrants====&lt;br /&gt;
&lt;br /&gt;
These are your typical leader Heroes. Each of them comes with a Command Ability and each is a wizard. Though none of them can use summoning magic as such, each Abhorrant variant can summon new units. Ghouls for the footslogger, Crypt Horrors/Flayers for the one on Terrorgheist, Courtiers for the one on Zombie Dragon and any of your choice for the Archregent. Thanks to the non-existence of summoning magic in this army, these Commands are the only way to set up entirely new units. Compare Commands and unique spells to find out which ones you want to have in your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Terrorgheist.pdf Abhorrant Ghoul King on Terrorgheist]:&#039;&#039;&#039; (420pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Oh heck yes. The Ghoul King adds a lot to the already powerful Terrorgheist, such as magic and a Command Ability. This guy can grant a 5+ save-after-the-save to a Flesh-Eater unit and can summon new units of Crypt Flayers or Crypt Horrors. Other than that, it&#039;s a Wizard, it has a Command and it has three powerful melee profiles in addition to a dangerous not-a-breath-attack. Remember, his command ability has some serious utility. Flayers have a ranged attack, which while bad at long range, will do some damage. Horrors are not bad, and can divert your opponent&#039;s attention and effort from your mainline, even worse if they get a charge off. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_Warscroll_card_Abhorrent_Ghoul_King_on_Royal_Zombie_Dragon.pdf Abhorrant Ghoul King on Zombie Dragon]:&#039;&#039;&#039; (440pts) This count also as &#039;&#039;&#039;Behemoth&#039;&#039;&#039;. Exactly what it says on the tin. Just like the variety on the Terrorgheist, this one here has some seriously powerful buffs. First of all, as a Command, he can summon new Courtiers OF ANY TYPE (who can then proceed to summon more foot soldiers). Then, his unique spell makes a 10&amp;quot; bubble centered on the Ghoul King which grants rerolls To Wound to ALL Flesh-Eater models. On top of that, the Zombie Dragon heals D3 Wounds each Hero Phase. Both mounted Ghoul Kings are excellent choices, but eat points REALLY fast. This King&#039;s command ability is excellent. To put it simply; ALWAYS summon a Varghulf Courtier. He&#039;s a high damage fighter, who replenishes ALL your guys, is fast, and still gets a Look Out Sir! This summon should be used wisely, and can be used for multiple ways. Maybe an ambushing unit of ghouls needs a hero&#039;s Forward To Victory, or a Blisterskin Flayers unit wants a Feeding Frenzy buff but are too far. This can go a long way. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abhorrant Ghoul King:&#039;&#039;&#039; (160pts) Not that murderous when compared to a Vampire Lord in terms of killing power, but absolutely amazing when compared to the average Wizard. Their unique spell grants a Flesh-eater unit one more attack with each melee weapon, which makes Crypt Ghouls and Horrors better and Varghulfs terrifying, but if you cast this on a Ghoul King on Terrorgheist, he&#039;ll pluck whole units apart by himself. Another thing that needs to be addressed is that a Ghoul King is a fucking cockroach. 6 Wounds at a 4+ save and a regeneration of D3 Wounds a turn means the enemy either dedicates entire war machine salvos to kill this guy or he&#039;ll be good as new two turns later. Sure he can&#039;t go toe-to-toe with an Ironjaws Megaboss (who can?), but he&#039;ll survive stuff that could easily overkill most other buffers and wizards. His command ability seems weak, but can be very strong in Morgaunt. 10 Ghoul units get an extra attack if close enough to a Courtier, significantly increasing their damage output. Furthermore, these units can claim objectives and just be incredibly annoying. Plus it&#039;s free if used closeby the Charnel Throne. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abhorrant Archregent:&#039;&#039;&#039; (240pts) Essentially a souped-up footslogger Ghoul King. Has an extra wound and attacks, but his major advantage over the vanilla one is his magic, with the ability to cast an extra spell and a variant of the Ghoul King&#039;s spell that grants d3 attacks. Also heals a flat three wounds per turn. He also combines the summoning abilities of all the different Abhorrent Ghoul Kings. He can either summon a unit of 20 Ghouls, 3 KNIGHTS or a Courtier. This adds a degree of flexibility mid-game. If you take one, place him close to the (free) charnel throne to use his summon ability without paying a CP. Remember, he is NOT a dedicated fighting hero, but he can do some work. Try not to risk him in melee. His support value is just too good. He&#039;s basically a direct upgrade over a foot Ghoul King. And don&#039;t forget, he can regenerate 3 wounds. The Ghoul King&#039;s a cockroach? Fuck that noise. This guy will never die unless your opponent truly commits to murdering him off the board. Remember, his command ability is crazy versatile. Use it wisely, according to the situation at hand.&lt;br /&gt;
**Also, remember that as his spell and the normal foot Ghoul King&#039;s are different, they stack.  A potential 4 extra attacks on a unit is ruinous, especially with feeding frenzy.&lt;br /&gt;
&lt;br /&gt;
====Courtiers====&lt;br /&gt;
&lt;br /&gt;
Courtiers are more support Heroes and beatsticks, not proper leader types and thus come without any Command Abilities or magic. What they do is still very important though, as of they can Resurrect Slain Models, as of second edition. Keep in mind though that they cannot set up new units, only the Ghoul Kings can do that. This is not to say your Courtiers are less important though as they can, for example, add Ghouls to a unit until it gets its Battalion Strength back. As they don&#039;t have the Monster Keyword despite appearances, they all benefit from Look Out Sir.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Varghulf_Courtier.pdf Varghulf Courtier]:&#039;&#039;&#039; (160pts) The most versatile of all the courtiers - The Varghulf flies, has a 10&amp;quot; move and a bunch of strong attacks with more if it&#039;s in melee with ten or more models. This courtier is at it&#039;s best supporting your knights and serfs against chaff and mass battleline - with the aforementioned attacks bonus, Feed on Dark Magic, and Feeding Frenzy (not to mention artifacts to bump up it&#039;s attack potential), you are looking at an excellent battleline buster. Don&#039;t let him get into combat with tough hammer units or heavy-hitting monsters - 8 wounds and a 5+/6++ save goes far too quickly. It heals D3 Wounds at the end of each combat phase where it slew any enemies and can reroll To Hit if an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; casts a spell within 18&amp;quot; of him (Feed on Dark Magic). Oh, and unlike other courtiers, he can muster Flayers, Horrors, and Ghouls. An excellent summoning choice - summon it in near units in combat at the table edge, in range for Feeding Frenzy, or place it range to support mass Ghouls - a very versatile part of the FEC army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghast_Courtier.pdf Crypt Ghast Courtier]:&#039;&#039;&#039;(60pts)  A teeny tiny Ghoul champion upstart. That&#039;s what he is. He has a bunch of weak attacks and is still somewhat fragile for a Hero, with 4 Wounds and a 5+ save, similar to a Loonboss. His real use is in resurrecting, on average, 5 Ghouls per Hero Phase (yes, that means you can heal Ghoul units back to the point where their size-bonus activates) and he makes them stronger if he personally kills an enemy. Only use this as a last resort, though, as his reviving is superb and he&#039;s too fragile to risk in melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Haunter_Courtier.pdf Crypt Haunter Courtier]:&#039;&#039;&#039; (120pts) A slightly stronger Crypt Horror champion who can summon more of his flunkies. That last part alone is already cool, as Crypt Horrors are very powerful, but the fact that the Courtier is strong in melee and regenerates should not be forgotten. If he is your general, Crypt Horror Becomes &#039;&#039;&#039;battleline&#039;&#039;&#039;; With AOS2 making it so everyone can use Command Abilities, you won&#039;t feel that you&#039;re losing something when you make him your general. The Gutbusters Gorger model will make for a perfect Crypt Haunter Courtier if you don&#039;t want to go the conversion/special paint job route.  Equip him with a high-rend weapon from Malign Sorceries and keep near an &#039;&#039;&#039;ABHORRANT&#039;&#039;&#039; for rerolls to hit and he&#039;ll destroy almost anything he comes up against.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Infernal_Courtier.pdf Crypt Infernal Courtier]:&#039;&#039;&#039; (120pts) Blessed with everything a Crypt Flayer needs to be good. 5 attacks with 2 damage already make him as good as a small squad of normal Crypt Flayers and instead of a milquetoast Bravery-scream, he breathes fire. This guy is an absolute powerhouse AND he can Resurrect Crypt Flayers. If he is your general, Crypt Flayer Becomes &#039;&#039;&#039;battleline&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Hollowmourne===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duke Crackmarrow:&#039;&#039;&#039; Monster hunter from Beastgrave. You have to take this guy and his band (the grymwatch that we will analyze later) for 120 points. While those bands usually suck when used into normal battles, this guys are really good in what they do. The Duke had a fine weapon, the halberd (2&amp;quot;,3A,3+,3+,-1,2D) which makes him a good hero killer, but a really terrifying monsters killer, adding one to his damage if he attacks a &#039;&#039;&#039;monster&#039;&#039;&#039;. If you play him into a Flesh-eater court army, you add many ways to give him extra attacks with spells and also make him attack again. Don&#039;t get fooled, if rightly buffed this guy can take down many monsters in one turn. Also, he can easily Resurrect his companion, rolling six dice and for every 2+ Resurrect a model. This means that you will probably refill the unit even if just a guy survived. Note also that you can use them in every army as mercenary, and this isn&#039;t such a bad idea.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&lt;br /&gt;
Unlike their unit entries in Grand Alliance: Death, the Flesh-Eater Courts cannot use summoning magic as their warscrolls kept the summoning spells on them or have the Summonable Keyword. Not to fear though, you can still pile heaps of new models onto the table with this army.&lt;br /&gt;
&lt;br /&gt;
====Serfs====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Ghouls.pdf Crypt Ghouls]:&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039; Min:10 Max:40 100/360pts) Your basic infantry and not too shabby, all things considered, especially since just about everything in this army either makes these little guys better or allows you to toss more of them onto the board. They get two attacks each with a third if the unit&#039;s big enough and they have a 6+ save, which may sound bad but is actually pretty good because that means unlike, say, Zombies, Ghouls can actually make use of &amp;lt;s&amp;gt;cover and&amp;lt;/s&amp;gt; Mystic Shield. If you want to capitalize on Ghouls, just remember to bring some Crypt Ghast Courtiers to keep your units nice and big and remember that all in all, the save-after-the-save buff of the Terrorgheist-Ghoul King is probably better than a simple Mystic Shield at keeping your Ghouls on the board longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grymwatch:&#039;&#039;&#039; (Disclaimer! They aren&#039;t serfs, but being basically a different flavor of crypt ghouls I put them here for making my work easier) at a first look these guys are the looser version of the ghouls. 5 of them attack with bone weapons (1&amp;quot;,2A,4+,4+,/,1D) and the bats with their fangs (1&amp;quot;,d6A,4+,4+,/,1D). Their attacks are quite bad indeed, but then you read their abilities and everything change. This guy&#039;s weapons deal 2 damage instead of one on Monsters. You are probably playing them in a Flesh-eater army, so there are many ways to get extra attacks and attack twins in the combat phase. These guys then turn into a really good unit of monsters slayer, with the only downside of don&#039;t have rend at all. Also, their second ability is to take wounds at a 4+ instead of their hero, the Duke. Consider to use them as a health bar, because only the Duke is an incredible monsters slayer all of his own.&lt;br /&gt;
&lt;br /&gt;
====Knights====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Horrors.pdf Crypt Horrors]:&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039;  if a Crypt Haunter Courtier is your General Min:3 Max:12 130pts) . Simply put, Crypt Horrors are Ogre equivalents. 4 Wounds, 5+ save. 3 attacks with no Rend and 2 Damage each. You know, the usual. These here also regenerate and get rerolls To Hit if a Ghoul King is nearby, thereby eliminating their only real weakness. Take this first. Flayers are also useful, but more gimmicky skirmishers compared to the powerful sledgehammers the Crypt Horrors are.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Crypt_Flayers.pdf Crypt Flayers]:&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039;  if a Crypt Infernal Courtier is your General Min:3 Max:12 170pts). Their melee profile is the same as that of Horrors with one more attack, but with only damage 1 and rend and the chance to inflict mortal wounds. Then you see that they have a scream attack that inflicts mortal wounds equal to the bravery they beat on a 2d6(-2 on the roll if not within 3&amp;quot; of the target). Then you finally realize they&#039;re not meant to be powerhouses. They&#039;re harassers and tarpits, just like Razorgors for the Beastmen and are very useful when summoned via Command Ability, because they are fast enough to close the distance quickly.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
&lt;br /&gt;
Unlike the versions in Grand Alliance: Death, the warscrolls for this army actually have the Flesh-Eater Courts keywords and are thus susceptible to the awesome buffs you dish out. Never forget that, as it gives you an enormous edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Terrorgheist:&#039;&#039;&#039; It&#039;s powerful, with its Shriek being downright terrifying. (Optional Battline: if Gristlegore 300) &amp;lt;s&amp;gt;3D6 minus Bravery mortal wounds, eh? That&#039;ll halve a Liberator unit on average.&amp;lt;/s&amp;gt; Unfortunately, someone at GW noticed just how powerful this was and now it&#039;s 6+D6 minus Bravery Mortal Wounds. And while this has dramatically cut down on the maximum damage, it has also made it much more reliable. They also decided to make the Terrorgheist&#039;s regeneration dependent on having a Ghoul King of any kind close by, but in exchange, they gave it a better 4+ save and even stronger attacks than before. It also explodes into a bunch of mortal wounds when it dies, which can make your opponent hesitate to finish it off, at which point it will regenerate and eat his sorry ass. In short, a Terrorgheist has the works: High flying Move, lots of wounds with a good save, very high damage, a dangerous shriek and if run alongside a mounted Ghoul King, great regen.&lt;br /&gt;
**This is Battline if you&#039;re playing Gristlegore. Just show up to a 2000 point game with 7 models on the table and smile at your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Zombie Dragon:&#039;&#039;&#039; (Optional Battline: if Gristlegore 300) Don&#039;t. Scroll way up. Play this thing with the Ghoul King on top. Seriously, the Ghoul King adds so much to this thing it isn&#039;t funny. As in, another melee profile, powerful regeneration, magic, and a Command Ability.&lt;br /&gt;
**Except in the case of Gristlegore when this thing becomes Battleline. BATTLELINE DRAGONS. It&#039;s like the weird lovechild of Beastclaw Raiders and Order Draconis!&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Flesh-eater_Courts_WSCards_Scenery_Charnel_Throne.pdf Charnel Throne]:&#039;&#039;&#039; Gives +1 bravery to Flesh-Eater units within 1&amp;quot; and -1 bravery to anybody else. If an Abhorrant Ghoul King or Archregent is within 1 inch of it (Recommended to sit on the throne itself for badass points) they get to use their summoning command ability for free. This doesn&#039;t apply to the mounted Ghoul King command abilities, so no cheesing. While it seems shit at first glance, there&#039;s actually gold  hidden in that pile of shit. Using command abilities for free is incredible, because those saved Command Points WILL add up to a TON of points, which means a LOT of Feeding Frenzies and other command abilities over the whole game. The other effects rarely come up due to how aggressively the Flesh-Eater Courts play, but could be useful. And remember, that Charnel Throne? That big, ostentatious and grand chair? It&#039;s denying space to that tree-humping Sylvaneth bastard, so you can go ahead and kiss your throne and thank it for watching your ass.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===Royal Family===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Archregent, Abhorrant Ghoul King on Royal Terrorgheist or an Abhorrant Ghoul King on Royal Zombie Dragon and between 2 and 6 Abhorrant Ghoul Kings&#039;&#039;&#039;&#039;&#039; (Min: 560; Max: 1400)&lt;br /&gt;
&lt;br /&gt;
Your basic leader Battalion buffs nearby Courtier muster abilities. Really only useful for larger games or an elite focused army. If you have a bunch of the old Strigoi Ghoul King models lying around, by all means, play it.&lt;br /&gt;
&lt;br /&gt;
===Attendants at Court===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Haunter Courtier and two units of Crypt Horrors&#039;&#039;&#039;&#039;&#039; (Min: 550; Max: 1510)&lt;br /&gt;
&lt;br /&gt;
A very nice formation. Their reroll To Hit abilities, which normally hinge on a Ghoul King being close by, are now always active in this Battalion. &lt;br /&gt;
&lt;br /&gt;
===Deadwatch===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Infernal Courtier and 3 units of Crypt Flayers&#039;&#039;&#039;&#039;&#039; (Min: 740; Max: 2270)&lt;br /&gt;
&lt;br /&gt;
Slightly bigger Battalion but worth it, as it allows one unit to pile in and attack in your Hero Phase as well as in the Combat Phases. Turns their decent attacks into terrifying attacks.&lt;br /&gt;
&lt;br /&gt;
===Abattoir===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Haunter Courtier, two units of Crypt Horrors and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 660; Max: 1880)&lt;br /&gt;
&lt;br /&gt;
Roll a D6 for every enemy &#039;&#039;model&#039;&#039; within 3&amp;quot; of any model from this battalion at the end of the combat phase. On a 6, their unit takes a Mortal Wound. That&#039;s a lot more chance to mortal wounds than it was previously as you&#039;ll rolling in both your turn and your opponent&#039;s, plus it can trigger the same turn you charge into combat.  This is, again, in addition to any other damage they will do during the game.&lt;br /&gt;
&lt;br /&gt;
===Ghoul Patrol===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Ghast Courtier and 3 units of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 540; Max: 1320)&lt;br /&gt;
&lt;br /&gt;
Lets any unit from the battalion outflank. In your first movement phase, you must set them up within 6&amp;quot; of &#039;&#039;any&#039;&#039; table edge. &lt;br /&gt;
&lt;br /&gt;
===King&#039;s Ghouls===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Crypt Ghast Courtier, a unit of Crypt Horrors and 2 units of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 600; Max: 1600)&lt;br /&gt;
&lt;br /&gt;
Only lets you ignore battleshock while close to the Courtier now, which may not last long unless you can hide it (behind the Horrors for example).  But with command points being so useful now, it may be worth it for the Inspiring Presence saving.&lt;br /&gt;
&lt;br /&gt;
===Royal Mordants===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: 710; Max: 1960)&lt;br /&gt;
&lt;br /&gt;
In your hero phase, one unit from the battalion wholly within 16&amp;quot; if the Varghulf may make a normal move.  Watch your Crypt Flayers fly from one end of the board to the other in one turn :-)&lt;br /&gt;
&lt;br /&gt;
===Royal Menagerie===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;3 or more Royal Terrorgheists or Royal Zombie Dragons in any combination&#039;&#039;&#039;&#039;&#039; (Min: 1020; Max: no max)&lt;br /&gt;
&lt;br /&gt;
Each model may heal D3 wounds if they are within 5&amp;quot; of any other model from the battalion.  Keep an ABHORRANT nearby and your Terrorgheists will be healing 2D3 wounds in each of your hero phases!&lt;br /&gt;
Also, Designer&#039;s Commentary has stated that &#039;&#039;&#039;GRISTLEGORE&#039;&#039;&#039; monsters that are Battleline are NOT Behemoths, so there really is no limit to how big this battalion can be.&lt;br /&gt;
&lt;br /&gt;
===Cannibal Court===&lt;br /&gt;
&#039;&#039;Found in the Flesh-eaters Courts Battletome.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 of each of the following battalions: Royal Family, Attendants at Court, Deadwatch, Abattoir, Ghoul Patrol, King&#039;s Ghouls, Royal Mordants and Royal Menagerie&#039;&#039;&#039;&#039;&#039; (Min: 5730; Max: )&lt;br /&gt;
&lt;br /&gt;
For the filthy rich.  If your general is an Archregent or Ghoul King from this battalion, it also has the command abilities of any other units from this battalion.  Really nothing to write home about, as this basically means they will have one extra summon of 10 ghouls during the battle. Whoo.&lt;br /&gt;
&lt;br /&gt;
===King Vlagorescu&#039;s Ghoulish Host===&lt;br /&gt;
&#039;&#039;Found in the King Vlagorescu&#039;s Ghoulish Host box.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Ghoul King on Terrorgheist, a Varghulf Courtier, a unit of Crypt Horrors, a unit of Crypt Flayers and a unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min: ; Max: )&lt;br /&gt;
&lt;br /&gt;
The same reform ability the Royal Mordants get and more interestingly the entire Battalion has a chance of piling in and attacking in your Hero Phase.&lt;br /&gt;
&lt;br /&gt;
===Flesh-Eater Courts Royal Hunt===&lt;br /&gt;
&#039;&#039;Found in Flesh-Eater Courts Starter Kit&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&#039;1 Ghoul King on Terrorgheist, 1 Unit of Crypt Horrors, 1 Unit of Crypt Ghouls&#039;&#039;&#039;&#039;&#039;&#039; (Min: ; Max: )&lt;br /&gt;
+1 to attacks by any model of the hunt in 10&amp;quot; of King - No obvious Battalion cost at this stage&lt;br /&gt;
&lt;br /&gt;
===The Arcasanctorian Guard===&lt;br /&gt;
&#039;&#039;Found in Carrion Empire&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;An Abhorrant Archregent, a unit of 3 Crypt Flayers, a unit of 3 Crypt Horrors, and a unit of 20 Crypt Ghouls&#039;&#039;&#039;&#039;&#039; (Min:840 ; Max:840)&lt;br /&gt;
&lt;br /&gt;
Units from this Battalion reroll failed charges and don&#039;t take battleshock. For 110 points, in addition to the exacting unit size restrictions, this is utter garbage.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
&lt;br /&gt;
Just buy two Start Collecting! boxes to start. That&#039;s it, you will get 20 Ghouls, a practically obligatory big monster, three Crypt-ids and a Courtier of your choice, there you have an 900 points army, excluding the additional big monster, which you could use to make a Vampire Lord on Zombie Dragon and a Ghoul King on foot (this last guy will fill your 100 points army perfectly) and two spared Crypt models. Here you have enough saving to buy yet another SC! box, mainly for the extra Ghouls and Crypt guys. From there, you can freely go crazy.&lt;br /&gt;
&lt;br /&gt;
The new nightfeast hunter box is a good deal as well! 20 Ghouls and 3 Crypt for $65 US. Though at this point, the Start Collecting! Box is only a little more, and you&#039;ll get the Terrorgheist, but only ten ghouls.&lt;br /&gt;
&lt;br /&gt;
If you chose the Terrorgheist, a good next step would be three boxes Crypt Horrors. Build one as a Crypt Haunter Courtier and the other eight as Crypt Horrors. This supplies you with an Abattoir Battalion, some Crypt Ghasts and a big monster-riding general.&lt;br /&gt;
&lt;br /&gt;
If you chose the Zombie Dragon, you may want to add some Crypt Flayers instead. Have your general summon a new Crypt Infernal Courtier every turn and have them summon Crypt Flayers until all your models are in play.&lt;br /&gt;
&lt;br /&gt;
If you chose to build the foot-slogger, get another such kit asap, build both monsters as Terrorgheists and put the second Ghoul King on the second bat, since normal Terrorgheists profit massively from having a Ghoul King on monster along for the ride.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Royal&amp;quot; Air Force===&lt;br /&gt;
For competitive play (2000pts) try this list, I&#039;ve played several battles (vs order and chaos armies) and still have to find this armies adversary.&lt;br /&gt;
&lt;br /&gt;
 - Battlescroll: Deadwatch&lt;br /&gt;
   6 Crypt Flayers&lt;br /&gt;
   6 Crypt Flayers&lt;br /&gt;
   9 Crypt Flayers&lt;br /&gt;
   1 Crypt Infernal Coutier&lt;br /&gt;
 - Abhorrant Ghoul King on Terrorgheist&lt;br /&gt;
 - Varghulf Coutier&lt;br /&gt;
&lt;br /&gt;
This army is fast, all of them fly, regenerates units (flayers) and is full of possible mortal wounds dealing which are quit the deal.&lt;br /&gt;
Normal set up would be the 9 flayers in the middle with the 6 flayers each covering its flanks.&lt;br /&gt;
the Infernal (who has to be the general in order to make flayers battleline) and the varghulf hug each other and if possible cover behind the 9 flayers for adding losses. The Abhorrant Ghoul King on Terrgheist can be used for support on a flank though keep him close to the frontline for his delicious spell for 5++ save against all kinds of (mortal)wounds. Now with the Deathless minions rules you get for having the Death Allegiance from the Generals Handbook &amp;lt;s&amp;gt;(actually, because you have to have the Flesh-Eater Courts allegiance in order for Flayers to be Battleline, you can&#039;t use any of the Death allegiance abilities, you can only pick one allegiance)&amp;lt;/s&amp;gt;(see General&#039;s Handbook FAQ)(See Also, the thing in the actual Flesh-Eater Courts allegiance concerning Mortal Wounds), you&#039;ll have a 6++ (5++ if you choose or roll that one command trait for your general) save against wounds and mortal wounds. Enjoy your &#039;&#039;&#039;9 flayers with 5+, 5++, 6++/5++&#039;&#039;&#039; with casualty replenishment for each &#039;&#039;&#039;5+ on 12 dice&#039;&#039;&#039; all the while they deal wounds and mortal wounds &#039;&#039;&#039;both in close combat and your hero phases&#039;&#039;&#039;! I&#039;ve seen them tear down Alarielle due to volumes of attacks and those delicious mortal wounds. Watch out for negative modifiers against your flayers (they&#039;ll lose the mortal wounds on 6s when they have a -1 to hit) and protect your Infernal and Varghulf!&lt;br /&gt;
Negative modifiers do not prevent you from generating mortal wounds with your flayers as the ability states it happens on an unmodified roll of a 6&lt;br /&gt;
&lt;br /&gt;
Beware though, Deadwatch has been massively nerfed, since now only 1 unit of Flayers can attack per hero phase. Don&#039;t let it stop you from playing this, but it&#039;s definitely weaker than it used to be.&lt;br /&gt;
&lt;br /&gt;
===One SC Army===&lt;br /&gt;
&lt;br /&gt;
Actually you can get your first 980 pts army with one &amp;quot;SC&amp;quot; box and &amp;quot;Endless Spells&amp;quot; box:&lt;br /&gt;
&lt;br /&gt;
Just build your Crypt guys as Crypt Haunter Courtier and Crypt Infernal Courtier. Also you can build your Crypt Ghast Courtier with reamining parts and some green stuff. Choose Gristlegore Grand Court and take your Ghoul king and Terrorgheist separately.&lt;br /&gt;
&lt;br /&gt;
List:&lt;br /&gt;
&lt;br /&gt;
Leaders:&lt;br /&gt;
 - Abhorrant Ghoul King(160pts)&lt;br /&gt;
 - Crypt Ghast Courtier(60pts)&lt;br /&gt;
 - Crypt Haunter Courtier(120pts)&lt;br /&gt;
 - Crypt Infernal Courtier(120pts)&lt;br /&gt;
Units:&lt;br /&gt;
 - 10 Crypt Ghouls(100) -&#039;&#039;battleline&#039;&#039;&lt;br /&gt;
Behemoths:&lt;br /&gt;
 - Gristlegore Royal Terrorgheist(300pts) -&#039;&#039;battleline&#039;&#039;&lt;br /&gt;
Endless spells:&lt;br /&gt;
 - Chalice of Ushoran(50pts)&lt;br /&gt;
 - Corpsemare Stampede(70pts)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total points&#039;&#039;&#039;:980&lt;br /&gt;
&lt;br /&gt;
Another option is to buy one &amp;quot;SC&amp;quot; box and one Abhorrant Archregent, which can build a 990 points list:&lt;br /&gt;
&lt;br /&gt;
Build one of the ghouls as a Crypt Ghast Courtier. To complete the unit of 10 Crypt Ghouls, either build one from bits and green stuff, or get a single ghoul from eBay or similar. Build the 3 bigger guys as Crypt Flayers, and the behemoth as an Abhorrant Ghoul King on Royal Terrorgheist.&lt;br /&gt;
&lt;br /&gt;
List:&lt;br /&gt;
&lt;br /&gt;
Grand Court: Blisterskin&lt;br /&gt;
 - Abhorrant Archregent (240 pts)&lt;br /&gt;
 - Abhorrant Ghoul King on Royal Terrorgheist (420 pts)&lt;br /&gt;
 - Crypt Ghast Courtier (60 pts)&lt;br /&gt;
 - 10x Crypt Ghouls (100  pts) - &#039;&#039;battleline&#039;&#039;&lt;br /&gt;
 - 3x Crypt Flayers (170 pts) - &#039;&#039;battleline&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total points:&#039;&#039;&#039; 990&lt;br /&gt;
&lt;br /&gt;
As a next step, look at getting a Varghulf Courtier. The Abhorrant Archregent can summon it, and it returns slain models to either battleline unit.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*The logical choice for allies would, of course, be other Death units. You can only ally &#039;&#039;&#039;Deadwalkers&#039;&#039;&#039;, &#039;&#039;&#039;Deathlords&#039;&#039;&#039; and &#039;&#039;&#039;Deathmages&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*Corpse Carts and Mortis Engines provide solid allies that boost your casting, which is crazy good for Flesh-Eaters who rely a LOT on magic. Mortis Engines are probably best, since they are tough, boost casting, can deal lots of mortal wounds and can heal your guys. Corpse Carts are a little squishy and don&#039;t do much other than buff Deadwalkers units, which you have little use for.&lt;br /&gt;
&lt;br /&gt;
*Dire Wolves are decent, being relatively fast. HOWEVER, as badass as undead royal hunting hounds may look like ,they synergize not even a little bit with your guys. Try not to use them. Zombies are pretty meh, as they require you to commit a lot of resources into making them work, while your ghouls work so much better with your army. &lt;br /&gt;
&lt;br /&gt;
*You&#039;ve got access to the Mortarchs too. Out of all of them, Arkhan is probably best. Mannfred is expensive as hell, and has little utility since he&#039;s mostly a magic and combat beatstick, which isn&#039;t what your army really needs. Neferata is decent, but then you&#039;d be pissing off Ushoran, although her Twilight&#039;s Allure command ability and her unique spell is solid support. Arkhan is best because he&#039;s not too expensive, and can cast your Flesh-Eater spells, if he&#039;s close enough to your wizards, while having a boosted unbind/casting roll. Sure, he&#039;s not gonna do much damage in combat like Mannfred, but who needs to when you have Curse of Years? &lt;br /&gt;
&lt;br /&gt;
*Morghast Archai and Harbingers are decent, but once again, they have little synergy with your army. They&#039;re not bad for anti-armor though, especially those sweet 2 rend halberds, which can help cover your lack of armor piercing. &lt;br /&gt;
&lt;br /&gt;
*Don&#039;t use a Necromancer. Just don&#039;t. None of his keywords work with yours. The Mortis Engine, however, is just plain great. &lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2600:1008:B000:6D89:B865:8F8F:8892:8FD1</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36475</id>
		<title>Age of Sigmar/Tactics/Order/Seraphon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=36475"/>
		<updated>2020-07-25T00:50:51Z</updated>

		<summary type="html">&lt;p&gt;2600:1008:B000:6D89:B865:8F8F:8892:8FD1: /* Start Collecting! */ added slannlet building instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{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.}}&lt;br /&gt;
&#039;&#039;PAGE UNDER REWORK.&#039;&#039;&lt;br /&gt;
==Why Play Seraphon==&lt;br /&gt;
Because they are [[Lizardmen]] in AoS. Motherfucking mesoamerican dinosaur people riding motherfucking dinosaurs, what is not to love? &lt;br /&gt;
&lt;br /&gt;
Want more details?, fine:&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].  This trumps any other faction in AoS (including the [[Idoneth Deepkin|sea-monster-riding soul pirates]], the [[Kharadron Overlords|steampunk sky-pirate dorfs]] and the [[Daughters of Khaine|bikini-clad hot chicks and monstergirls]]).&lt;br /&gt;
&lt;br /&gt;
* 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 also survived really well).&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Many big heroes can generate more CP for your Dino synergies.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Tons of bonuses for hitting rolls. If your hit roll is worse than 3+, you are doing something wrong.&lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]]. &lt;br /&gt;
&lt;br /&gt;
* 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 aggressive abilities, but the regular Slann got a massive buff on GHB 2017, more of this on Battle Traits and Battle Traits, making your regular froggies even more versatile than Kroak. (There is still a fight akin to the Kirk vs Picard fights over whether Tzeentch or Legions of Nagash have the best wizard, even if probably Nagash IS the best wizard of the game, followed by Kroak, &#039;&#039;yet again, our fat frogmen don&#039;t have the keyword &#039;&#039;&#039;MONSTER&#039;&#039;&#039; like Nagash&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
&lt;br /&gt;
* Pretty much everyone worth its salt has &#039;&#039;at least&#039;&#039; one -1 Rend weapon. It is quite unusual for an army that&#039;s not made out of purely elite units to have this many -1 Rend. This might also be a replacement for all the shield rules that used to give us a protection versus -1 Rend.&lt;br /&gt;
&lt;br /&gt;
* They have a strong community and a really passionate fanbase. It&#039;s fun to play a faction that has so much love behind it.&lt;br /&gt;
&lt;br /&gt;
* With the advent of the 2020 Battletome, now we come in two tasty flavours! 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 Serapohn starting to colonize the Realms and starting to make their very own mini-Lustrias wherever then settle and pure dinosaurian might? Go Coalesced.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NEW&#039;&#039;&#039; with the Battletome: [[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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NEW&#039;&#039;&#039; with the Battletome: Skink Chiefs are back!&lt;br /&gt;
&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*As of 2020, the faction got radically redone because of [[Powergamer|player abuse]]. Like, really redone. No more OP Summoning (at least you are Dracothion&#039;s Tail) and skink kiting. You have to rethink how to play them as many of the old combos have either been done away with or changed to the point the old tactics just won&#039;t work anymore. Now, this can also be a pro depending if you played against this army before.&lt;br /&gt;
* Some say that  your generals are the glue that keeps your army together: all of your heroes keep your units together; individually Seraphon units can pull off a fight but are not nearly as strong without a leader nearby, so expect them to be the prime target of your enemy.&lt;br /&gt;
* In Summoning army lists, your Slann general&#039;s safety is critical: he is no longer the glue of your army: he is the atomic links that holds your entire Universe. If the Slann is killed, there is not much of a backup option to bring additional points to the table.&lt;br /&gt;
* They, like their Sigmarine allies, really hate being on the receiving end of Mortal Wounds as there&#039;s little they can do about it.  &lt;br /&gt;
* They don&#039;t make for the best-ranged army, even considering their binocular theropod vision. Yet again, is this Age of Charge-mar.&lt;br /&gt;
* While having lots of bonuses for hit rolls, Seraphon doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Seraphon|points=Seraphon - Errata July 2020}}&lt;br /&gt;
&lt;br /&gt;
Seraphon(2020)&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|SERAPHON}} allegiance and chooses to take the {{AOSKeyword|SERAPHON}} allegiance abilities, it has the following rules:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors of the Stars and the Realms:&#039;&#039;&#039; You must pick if your entire army has The Coalesced or Starborne allegiance during list building.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Contemplations of the Ancient One:&#039;&#039;&#039; At the end of your hero phase, 1 friendly {{AOSKeyword|SLANN WIZARD}} can swap their Celestial Domination Lore spell with another. It gives you a nice extra level of adaptability to battlefield conditions. This is literally the old rule only Slann had, but it no longer costs a spell less to cast. Fantastic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacred Asterisms:&#039;&#039;&#039; At the start of each your hero phases, you pick a constellation to be active.&lt;br /&gt;
**&#039;&#039;&#039;The Great Drake:&#039;&#039;&#039;  During combat phase pick a SERAPHON hero, +1 attack to his melee weapons&lt;br /&gt;
**&#039;&#039;&#039;The Hunter&#039;s Steed:&#039;&#039;&#039; +1 run and charge for friendly Seraphon.&lt;br /&gt;
**&#039;&#039;&#039;The Sage&#039;s Staff:&#039;&#039;&#039; In the hero phase, pick a Seraphon Wizard, he gains +1 casting and dispelling during your turn and +1 unbinding during enemy&#039;s.&lt;br /&gt;
&lt;br /&gt;
====The Coalesced ====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predatory Fighters:&#039;&#039;&#039; +1 attack of jaw weapons by Coalesced.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scaly Skin:&#039;&#039;&#039; -1 damage inflicted for each successful attack against a Coalesced unit (min 1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cold-Blooded:&#039;&#039;&#039; {{AOSKeyword|SERAPHON}} Ignore Bravery modifiers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primeval Dominion:&#039;&#039;&#039; [[Just as planned|Within your territory, only you benefit from Damned, Arcane, Inspiring, or Mystical terrain features, and only the enemy suffer from Deadly and Sinister]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coalesced Constellation:&#039;&#039;&#039; You may take only the Koatl&#039;s Claw or Thunder Lizard constellations.&lt;br /&gt;
&lt;br /&gt;
====The Starborne====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Starborne Constellation:&#039;&#039;&#039; May pick the Dracothian&#039;s Tail or Fangs of Sotek keyword and ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039; Once per turn, at the end of your movement phase, you can pick one of your {{AOSKeyword|SERAPHON}} units anywhere on the battlefield to be transported through space and time. If you do so, remove the unit from the battlefield and set up again anywhere more than 9&amp;quot; from any enemy unit. GHB 2019 removed the dice roll, so no more chance for a fun teleport and move. But then again, your lizards won&#039;t occasionally spend a turn staring at the stars either.&lt;br /&gt;
**Carnos flanking for days to come and quick escapes for your heavily damaged Slann. Deep striking is kinda what AoS is all about. If you have any experience with it, you know how valuable it is.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unfeeling:&#039;&#039;&#039; Starborne all have Bravery changed to 10 on Warscrolls. Given how they actually nerfed the regular Bravery to 8 on average (Kroxigors now have 7, so take that in mind), this is how we compensate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Conjuration&#039;&#039;&#039; New summoning method brought in from GHB 2018. There are three ways to generate Celestial Conjuration points:&lt;br /&gt;
#In your hero phase, each {{AOSKeyword|SLANN}} or  {{AOSKeyword|ORACLE}} can choose to forego one of his spellcasting attempts to give you D3 Celestial Conjuration points each time.	&lt;br /&gt;
#At the end of your hero phase, if your general is a {{AOSKeyword|SLANN}} or {{AOSKeyword|STARSEER}} and is still alive, you receive d3 more Celestial Conjuration point.&lt;br /&gt;
#Also at the start of your hero phase, you receive D3 more Celestial Conjuration points if you have any Astrolith Bearers alive on the table. Note that you might have several Astroliths but you&#039;ll still only get D3 points a turn.&lt;br /&gt;
: You can spend these points at the end of your movement phase to summon stuff from the following list. The unit has to arrive wholly within 12&amp;quot; of a friendly {{AOSKeyword|SLANN}}, {{AOSKeyword|ORACLE}} or friendly Astrolith Bearer, and more than 9&amp;quot; from all enemy models.	&lt;br /&gt;
: Note that you can summon several units per turn if you&#039;ve saved up enough points. Also note that while the General is the main source of conjuration points, if he dies you can still spend them to bring units in near the Astrolith or a different Slann or Oracle. &lt;br /&gt;
	&lt;br /&gt;
&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
Additional reference to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online The Art of Summoning] for commentary on units:	&lt;br /&gt;
* Excellent (exceptionally useful, you should always have it at hand)&lt;br /&gt;
* Good (almost always useful, some time can be a suboptimal choice)&lt;br /&gt;
* Suboptimal (can be useful, but it&#039;s situational; usually there are better choices)&lt;br /&gt;
* Poor (bad unit to summon, useful only under exceptional circumstances)&lt;br /&gt;
&lt;br /&gt;
Seraphon unit --- Cost&lt;br /&gt;
&lt;br /&gt;
1 Dread Saurian - 50 (&#039;&#039;This will never happen&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon with skink chief--- 30 (&#039;&#039;Suboptimal&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Engine of the Gods --- 30 (&#039;&#039;Poor&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Stegadon --- 25 (&#039;&#039;Good&#039;&#039;)	&lt;br /&gt;
&lt;br /&gt;
1 Saurus Old-Blood on Carnosaur --- 25 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink oracle on Troglodon --- 25 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Carnosaur --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Bastiladon --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
20 Saurus Warriors --- 20 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Kroxigor --- 15 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Astrolith Banner --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starseer --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Skink Starpriest--- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Chameleon Skinks --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Sunblood --- 15 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
 &lt;br /&gt;
3 Ripperdactyl Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Ripperdactyl Chief --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Eternity Warden --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
5 Saurus Guard --- 10 (&#039;&#039;Situational - Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
5 Saurus Knights --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Saurus Oldblood --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Cold One --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
10 Saurus Warriors --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
	&lt;br /&gt;
1 Skink Priest --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
3 Terradon Riders --- 10 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Terradon Chief --- 10 (&#039;&#039;Suboptimal&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Razordon --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
1 Salamander --- 10 (&#039;&#039;Excellent&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
10 Skinks --- 6 (&#039;&#039;Good&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
===Constellations===&lt;br /&gt;
Your space-dinos now have Chapter Tactics in the form of these Constellations. As per the norm, taking one of these Constellations means you have to take their Command Trait and Artefact. Starborne armies get Dracothion’s Tail or Fangs of Sotek, while Coalesced armies can choose Koatl’s Claw or Thunder Lizard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dracothion’s Tail&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Poster boys and your go to choice for Slann generals and summoning shenanigans.&#039;&#039;&lt;br /&gt;
;Trait - Appear on Command: Pseudo-deepstriking. You can set up every other unit in reserve and then deploy them at the end of your movement phase wholly within 18&amp;quot; of a friendly Slann. While you should never underestimate a surprise Carnosaur, the fact that it relies on where your Slann is makes standard deep strike strategies harder/riskier to pull off.&lt;br /&gt;
;Command Trait - Ancient Knowledge (Slann only): Know 1 extra spell for your Slann and can reroll 1 casting, dispelling, or unbundling roll for each hero phase. It’s straight fusion of two generic Slann traits.&lt;br /&gt;
;Artefact - Godbeast Pendant: When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Basically the same as the Skink Artefact but can be given to Slann or Saurus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Skink spam at its finest.&#039;&#039;&lt;br /&gt;
;Trait - First to Battle: Add 3&amp;quot; to friendly Skink movement for the first battle round.&lt;br /&gt;
;Command Ability - Parting Shot: At the end of the enemy’s charge phase, choose one Skink or Chameleon Skink unit wholly within 18&amp;quot; of a friendly Hero (FAQ UPDATE: unit must have been charged that turn). That unit can immediately take a shooting attack. Then on a 4+, that same unit may retreat.&lt;br /&gt;
;Command Trait - Old and Grizzled (Saurus only): So long as your general is on the battlefield at the start of your hero phase, you gain 1 CP on a 3+. &amp;lt;s&amp;gt;Kinda ruins the whole Skink theme by forcing the general to be a Saurus but at least the ability is nice.&amp;lt;/s&amp;gt; the General doesn&#039;t have to be a Saurus, but if it is it must take this trait.&lt;br /&gt;
;Artefact - Serpent God Dagger: Choose one melee weapon. If an enemy model suffers damage from this weapon and has not been slain, you can roll a dice and insta-kill them on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Koatl’s Claw&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Cause we needed Saurus spam, apparently.&#039;&#039;&lt;br /&gt;
;Trait - Savagery Incarnate: +1 to hit rolls for Saurus who charge the same turn.&lt;br /&gt;
;Command Ability - Controlled Fury: Choose one Saurus unit within 24&amp;quot; of your Hero. That unit counts as having charged for the Savagery Incarnate rule.&lt;br /&gt;
;Command Trait - Dominant Predator (Saurus only): Any time your General uses a Command Ability on a Saurus unit, he gains back a CP on a 4+.&lt;br /&gt;
;Artefact - Eviscerating Blade: Choose one melee weapon. Unmodified hit rolls of 6 deal 2 mortal wounds in addition to normal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Lizard&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;When you feel like playing Jurassic Park in the Mortal Realms.&#039;&#039;&lt;br /&gt;
;Trait - Mighty Beasts of War: +2 wounds for monsters.&lt;br /&gt;
;Command Ability - Trove of Old One Technology: Choose either a Bastiladon or EOTG wholly within 18&amp;quot; of a friendly Hero. Bastiladons can fire its Solar Engine again. While the EOTG can use its Cosmic Engine again.&lt;br /&gt;
;Command Trait - Prime Warbeast &amp;lt;s&amp;gt;(General must have Mount)&amp;lt;/s&amp;gt; (General doesn&#039;t have to have a mount, but if it does it must take this trait): +1 to Attacks made by the General’s Mount.&lt;br /&gt;
;Artefact - Fusil of Conflagration: Choose an enemy within 12&amp;quot; during your shooting phase and roll a dice. On a 6, that unit suffers D6 mortal wounds. On a 4-5, D3 mortal wounds. 2-3, nothing happens. And on a 1, you can no longer use this Artefact for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
There are nine traits for a  {{AOSKeyword|SERAPHON}} General of an army with a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance that has chosen to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities. You can choose one of three depending on which keyword your general has: {{AOSKeyword|SLANN}}, {{AOSKeyword|SAURUS}} or {{AOSKeyword|SKINK}}. (If you roll for picking one; use a 1D3 instead of the regular 1D6 for every other faction in the game).&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Slann Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances. Because of Starborne&#039;s Celestial Conjuration, these are the first Command Trait you will consider.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding or dispelling roll each hero phase. A modest trait, and the most &amp;quot;generic&amp;quot; of the three.&lt;br /&gt;
#&#039;&#039;&#039;Vast Intellect&#039;&#039;&#039;: The general knows one more spell from Celestial Domination lore. &lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive and on the field, you can throw another D6 at the start of your hero phase to get a CP on a 4+. Pretty good, considering how many CP you&#039;ll need now.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Saurus Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Only considerable in a Coalesced army. Yet again, Skinks are pretty much the dominant Seraphon subspecies now, so you might not want to use this ones all the time.&lt;br /&gt;
#&#039;&#039;&#039;Disciplined Fury&#039;&#039;&#039;: Re-roll hit rolls of 1 for attacks made with the general&#039;s melee weapons.&lt;br /&gt;
#&#039;&#039;&#039;Thickly Scaled Hide&#039;&#039;&#039;: Re-roll saves of 1 for the general.&lt;br /&gt;
#&#039;&#039;&#039;Mighty War Leader&#039;&#039;&#039;: If your general is on the battlefield at the start of your hero phase, roll a d6. On a roll of 4+, you receive an extra command point. Quite possibly the one you&#039;ll want if you play a Saurus General, which will happen very rarely.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Skink Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
If you can&#039;t buy a Slann general, have a Skink General. Seriously, this, combined with the Artifacts and Lore make Skink Heroes THE HEROES of your whole army.&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a {{AOSKeyword|WIZARD}}, you can add 1 to casting rolls for him. If not, you can use command ability from Skink Priest Warscroll once per battle round without spending a Command Point.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristics and add +1 to its save.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy {{AOSKeyword|HERO}}, on a 4 said enemy hero suffers 1 mortal wound. Unless mounted, you don&#039;t want Skinks in melee. Even mounted, it is still meh, unless its you Engine of the Gods.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One HERO in your army (+1 per additional warscroll battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slann&#039;&#039;&#039; only:&lt;br /&gt;
#&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039;  After set-up is complete but before the battle begins, secretly record the number of a battle round. At the start of that battle round, reveal the information and then heal all wounds allocated to the bearer. In addition, during that battle round, you can re-roll save rolls for attacks that target the bearer&lt;br /&gt;
#&#039;&#039;&#039;Light of Dracothion&#039;&#039;&#039; Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster OR automatically dispel 1 endless spell within 15&amp;quot;. Take this only if you expect a wizard heavy opposition. Otherwise, skip it. It&#039;s not like you&#039;re short on spellcasters anyway. &lt;br /&gt;
#&#039;&#039;&#039;Prism of Amyntok&#039;&#039;&#039; Once per battle, at the start of your movement phase, you can target an enemy unit within 12&amp;quot;. On a roll of 1, it is struck with 1 mortal wound. A roll of 2-5 inflicts d3 mortal wounds and on a roll of 6 strikes d6 mortal wounds. Great if used in conjunction with &amp;lt;strike&amp;gt;Smite&amp;lt;/strike&amp;gt; Arcane Bolt to kill Heroes. One use only though...&lt;br /&gt;
#&#039;&#039;&#039;Itxi Grubs&#039;&#039;&#039; heal 1 wound at the start of the hero phase. In addition, in your hero phase, you can re-roll 1 cast/dispel for the bearer. In the enemy hero phase, re-roll 1 unbinding rolls for the bearer&lt;br /&gt;
#&#039;&#039;&#039;Plaque of Dominion&#039;&#039;&#039; In your hero phase, pick 1 visible enemy Hero within 12&amp;quot; of the bearer. Until your next hero phase, that HERO fights at the end of the combat phase. In addition, if that HERO is a WIZARD, until your next hero phase, -1 to casting/dispelling and unbinding for that HERO.&lt;br /&gt;
#&#039;&#039;&#039;Throne of the Lost Gods&#039;&#039;&#039; +4&amp;quot; to Move and +1 Wound. If you want to make a turbo-toad, then now you can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAURUS&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Improve rend of one of the bearer&#039;s weapons by 1 and add 1 to its damage characteristics if the target of an attack is a HERO&lt;br /&gt;
#&#039;&#039;&#039;Sigils of the Prime Hunter&#039;&#039;&#039; Each time when the bearer fights, after all his attacks a made, roll D6. On 1 nothing happens, on 2-5 1 enemy unit within 1&amp;quot; suffer a mortal wound, on 6 - D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Bloodrage Pendant&#039;&#039;&#039; Add 1 to attacks of all bearers weapons, if he lost more than half of his wounds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039; When the bearer dies, roll D6. On 1-3 he dies as normal, on 4-6 he is revived with full wounds, and all wounds allocated before are negated. Suddenly, an Engine of the Gods may become a Phoenix. &lt;br /&gt;
#&#039;&#039;&#039;Cloak of Feathers&#039;&#039;&#039; Add 4&amp;quot; to the bearer&#039;s move characteristics and subtract 1 from hit rolls of attacks, that target him. He also can fly. Two words: [[Awesome|FLYING DINOSAUR.]]&lt;br /&gt;
#&#039;&#039;&#039;Sacred Stegadon Helm&#039;&#039;&#039; Add 1 to the bearer&#039;s save characteristics and 1 to his weapons&#039; damage, if he had charged in the same turn. Combine this with Nimble for 2+ Skink Chief on Stegadon.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Seraphon Spell Lore&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Domination====&lt;br /&gt;
&#039;&#039;&#039;SLANN&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Apotheosis:&#039;&#039;&#039; CV5, 1 visible friendly unit wholly within 18&amp;quot;, heals 1 wound and gets a 3&amp;quot; aura of -1 Bravery. If the casting roll is 10+, heal D3 wounds instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Walk Between Realms:&#039;&#039;&#039; CV6, 1 visible friendly unit wholly within 18&amp;quot;, that unit fly until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Mystical Unforging:&#039;&#039;&#039; CV7, pick 1 visible enemy &amp;lt;b&amp;gt;Hero&amp;lt;/b&amp;gt; with an artefact of power within 12&amp;quot;.  They take D3 mortal wounds and on a 5+ their artefact no longer has any effect.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Equilibrium:&#039;&#039;&#039; CV7, +1 to cast/dispel/unbind for friendly &amp;lt;b&amp;gt;Wizards&amp;lt;/b&amp;gt; other than the caster until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Stellar Tempest:&#039;&#039;&#039; CV8, pick 1 visible enemy unit within 24&amp;quot; , roll a die for each model in that unit, 5+ causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Drain Magic:&#039;&#039;&#039; CV9, all not &amp;lt;b&amp;gt;BOUND&amp;lt;/b&amp;gt; endless spells within 24&amp;quot; are dispelled.&lt;br /&gt;
&lt;br /&gt;
====Lore of Celestial Manipulation====&lt;br /&gt;
&#039;&#039;&#039;SKINK&#039;&#039;&#039; only:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Celestial Harmony:&#039;&#039;&#039; CV5, pick a friendly unit wholly within 18&amp;quot;, that unit ignores battleshock tests. If the casting roll is 10 or more, pick all friendly units within 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Hand of Glory:&#039;&#039;&#039;     CV5, pick a friendly unit wholly within 18&amp;quot; and visible to the caster. Until the next hero phase, that unit can re-roll hit rolls of 1.&lt;br /&gt;
#&#039;&#039;&#039;Extend Astromatrix:&#039;&#039;&#039; CV6, pick one terrain piece wholly within 18&amp;quot; and visible to the caster, if it is damned, arcane, mystical or inspiring, the effects only apply to the Seraphon player&#039;s units. If it is deadly or sinister, the effects only apply to the opponents units. No duration specified! &lt;br /&gt;
#&#039;&#039;&#039;Fiery Convocation:&#039;&#039;&#039; CV7, pick one enemy unit within 18&amp;quot;. Until your next hero phase, roll a dice at the end of each phase, on a 6+ the units suffer d3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Bind Endless:&#039;&#039;&#039; CV7, pick one endless spell within 18&amp;quot;. Until your next hero phase, that endless spell has the &#039;&#039;&#039;BOUND&#039;&#039;&#039; keyword.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Serpents:&#039;&#039;&#039; CV8, pick one enemy unit within 12&amp;quot;. Roll a die for each model in the unit; each 5+ causes a mortal wound.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Heroes===&lt;br /&gt;
====Slann====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Lord-Kroak-en.pdf Lord Kroak]:&#039;&#039;&#039; (Slann; Unique; 320pts) Kroak is still strong despite being nerfed due to updates. Is defensively 7W, 4+ save and negates any wound suffered on 4+. He has two unique spells: Celestial Deliverance, which he can cast 3 times per turn, allows him to inflict d3 (3 on Chaos Daemons) mortal wounds on up to three enemy units within 10&amp;quot; on a 2+. It gets more difficult to cast each time, starting at a casting value of 7, then 8, and finally 9. Comet&#039;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. Do 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&#039;s a kill. The enemy is a Legions of Nagash player with an annoying necromancer who&#039;ll summon a bunch of reinforcements? Comet&#039;s Call. Does your enemy general have a really devastating Command Ability? Comet&#039;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 can generate extra command points.  NOTE: The new Command Ability is the same as the Slann&#039;s one and Implacable Foresight is a standard ability. &lt;br /&gt;
** &#039;&#039;&#039;Kroaknado&#039;&#039;&#039; A popular and absolutely hilarious strategy thanks to the advent of Endless Spells. Set aside the points and put Kroak on top of a Balewind Vortex with Chronomatic Cogs nearby. Kroak now throws a whopping &#039;&#039;&#039;6 spells per turn with an extra 6&amp;quot; to the range!&#039;&#039;&#039; Just going off of his base spells, that gives him 3 Celestial Deliverances, Comet&#039;s Call, Arcane Bolt and a Mystic Shield each turn. But if you&#039;re playing with the Realm of Battle rules, this combo jumps from &amp;quot;Dick Move&amp;quot; to &amp;quot;I didn&#039;t really want friends anyways&amp;quot;; Throw more mortal wounds around in Aqshy and Chamon. Make Kroak into a total tank in Ghyran. Debuff your enemies something fierce in Ulgu... but for maximum fun, play against Daemons of Chaos in Hysh. Exorcising Beam+Celestial Deliverance+Comet&#039;s Call+Arcane Bolt= 1d6+9+1d3+1d3 = up to 21 Mortal Wounds! Ribbit Ribbit mothafuckas! &lt;br /&gt;
** Kroaknado may be further extended by getting Astrolith Bearer near Kroak (+1 to casting rolls and +6&amp;quot; to spell range). Plus the arcane vassel, if a SKINK WIZARD is within 12&amp;quot; or a ORACLE ANYWHERE on the Battlefield; you may measure the spell range from that SKINK WIZARD. In the new battletome, Kroak has innate +1 to casting/dispell/unbinding rolls. Use Sage&#039;s Staff Sacred Asterism on him for another +1 to casting rolls. If you really want your spells to go off, take another Slann and cast Celestial Equilibrium for yet another +1 to casting rolls. Enjoy your +4 bonus to casting rolls, +12&amp;quot; to spell range and 6 cast attempts. With this setup, it is possible to autocast mystic shield and arcane bolt. Celestial deliverance will go off on 3+/4+/5+ natural rolls. This is what&#039;s called MAGIC.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Slann-Starmaster-en.pdf Slann Starmaster]:&#039;&#039;&#039;(Slann, 260pts) Oh boy, did the [[Old Ones]] buff these lovable fat frogmen. They went from &amp;quot;hey, they are pretty good, give &#039;em a chance&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot;. Having powerful battle traits backed up with a choice of three 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 wholly within 18&amp;quot; the ability to fly and add 1 to saves in the Shooting Phase,  Now Slann&#039;s unique spell is Kroak&#039;s Comet&#039;s Call, has Masters of order (universal unbind and +1 to casting, unbinding and dispelling rolls) and Impeccable Foresight (2d6, 4+ in Slann&#039;s case). He is still able to cast spells, through SKINK WIZARDS within 12&amp;quot; of him and through ORACLE ANYWHERE on the battlefield, measuring the distance from them.&lt;br /&gt;
&lt;br /&gt;
====Saurus====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Cold-One-en.pdf Scar-Veteran on Cold One]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points): Leader of the Saurus Cavalry. He can get tons of attacks from the rider and mount bites and exploding hits from warpick. His Command Ability allows one Saurus unit to score 2 hits instead of 1 on the unmodified hit roll of 6. extra effective since they have at least 2 melee weapons and extra effective on Knights with their 5 attacks (7 if Coalesced).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Scar-Veteran-on-Carnosaur-en.pdf Scar-Veteran on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 210pts, 25 Summon points): Carnosaur is the big show here! It gained several interesting abilities: its bite attacks get +1 to hit if it targets a unit with wound characteristics of 7 or less, if it kills an enemy model it can run and charge in the same turn for the remainder of the game, and it doles out -1 to Bravery to enemies within 3&amp;quot;. Not to mention the bite attack now deals 5 damage (before being bracketed)!! Currently, the best build for the Scar-vet&#039;s weapon is the Warspear as it has the same 6 attacks as the warblade with the same 3+ to hit &amp;amp; wound, but gains a 2&amp;quot; range and +1 damage on the charge (greatblade is the weakest with half the # attacks and a 4+ to hit, but does deal a consistent 2 damage). Has the same CA as the Scar-Veteran on Cold One. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Sunblood-en.pdf Saurus Sunblood]:&#039;&#039;&#039; (Saurus, 130pts, 15 Summon points) Living avatars of &amp;lt;s&amp;gt;Dracothion&amp;lt;/s&amp;gt; Sotek, the Sunblood is a dedicated combat hero that hits shit with his shield and hits even harder with his club. 7 Wounds 3+ save making him quite the tank for a hero. He&#039;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 2 hits. And then, a 6 to wound deals 1 mortal wound in addition to any other damage. He also has Scent of Weakness Command Ability. You can pick one enemy unit within 12&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit add 1 to wound rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-en.pdf Saurus Oldblood]&#039;&#039;&#039; &#039;&#039;on Foot:&#039;&#039; (Saurus, 110pts, 10 Summon points):  Has FOUR different weapon options (please refer to his warscroll); his CA gives a Saurus unit +1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Oldblood-on-Carnosaur-en.pdf Saurus Oldblood on Carnosaur]:&#039;&#039;&#039; (Saurus, Behemoth, 250pts, 25 Summon points): Aside the potent Carnosaur abilities, he loses his Stardrake Shield (no longer a concern, Stardrake Shield&#039;s special rules are gone in the new Battletome) and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +1 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, 3+ to hit and wound, -1 rend and 3 damage). His Command ability is the same as Oldblood&#039;s on Foot one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Astrolith-Bearer-en.pdf Saurus Astrolith Bearer]:&#039;&#039;&#039; (Saurus, Totem, 140pts, 15 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon wholly within 12&amp;quot; to ignore wounds or mortal wounds on a roll of 6 and gives +1 to casting spells and +6&amp;quot; to spell ranges which are all extremely desirably abilities. As if that wasn&#039;t enough, these guys can also be used as a focal point for celestial summoning. Usually, you have to summon units close to your Slann, but if you have an Astrolith bearer you can also summon units near the Astrolith bearer. So, you can use Lords of Space and Time to teleport your Astrolith wherever you want and then summon out of it, up to and including dropping Carnosaurs 9&amp;quot; behind juicy enemy battleline and other just as planned goodness, and all without risking your invaluable Slann. Have fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Eternity-Warden-en.pdf Saurus Eternity Warden]:&#039;&#039;&#039; (Saurus, 110pts, 10 Summon points) Saurus Guard-type hero, wields a big fuck-you-stick that is pretty good on its own, but ultimately you&#039;re taking him to bodyguard your Slann and buff nearby Saurus Guard. CA allows &#039;&#039;one&#039;&#039; S.Guard unit wholly within 18&amp;quot; to gain +1 to hit rolls. &amp;lt;s&amp;gt;And yes, this stacks with the battalion to give them D3 damage. Ouch.&amp;lt;/s&amp;gt; Battalion rules have changed significantly.&lt;br /&gt;
&lt;br /&gt;
====Skinks====&lt;br /&gt;
&#039;&#039;&#039;[[Awesome|Skink Chiefs are back]]&#039;&#039;&#039;!&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starseer-en.pdf Skink Starseer]:&#039;&#039;&#039; (Skink; Wizard; 140pts; 15 Summon points) The new generic [[Tetto&#039;eko]] and CP generator. 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. Mostly useful as a utility-mage, usually generating a CP each of your Herosphases. He also has a dirty spell that increases save rolls for a single friendly unit or decreases save rolls for a single enemy unit by 1. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Starpriest-en.pdf Skink Starpriest]:&#039;&#039;&#039; (Skink; Wizard; 120pts; 15 Summon points) When Age of Sigmar was first released, Tetto&#039;Eko was the only non-Slann wizard Seraphon had, but the Battletome gave them this second guy too. His only weapon&#039;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.  They are cheap extra Wizards that will let you cast/dispel another Endless Spell per turn and extend the Slann&#039;s range when casting spells. It also has a chance to generate a Command Point in every friendly hero phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Priest-en.pdf Skink Priest]:&#039;&#039;&#039; (Skink; priest; 70pts; 10 Summon points) Allows a SKINK unit wholly within 12&amp;quot; to run and charge/shoot in the same turn if he rolls a 3+ first. His Command ability adds 1 to hit rolls of any attacks made by any one SKINK unit. He is instrumental in any skink-heavy army and having a movement of 8&amp;quot;, he can keep up in any Flying lizard or Massive Dino rush build. Pro-Tip: The Skink Priest no longer has the built-in option of using the feather cloak to increase its movement and be able to fly, so, instead of buying an expensive Finecrap model from [[GeeDubs]], just use the spare Priest on foot you get from building a Stegadon instead of an EotG.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Chief-en.pdf Terradon Chief]:&#039;&#039;&#039; (Skink; 70pts; 10 Summon points) Squishy Terradon hero. Makes friendly Terradon drop rocks on 2+ instead of 4+ through Command Ability.&lt;br /&gt;
** [[Tiktaq&#039;to]] and Zwup live on!&lt;br /&gt;
** Does NOT have rocks himself in the rules, unless that was an oversight on GW&#039;s part. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Chief-en.pdf Ripperdactyl Chiefs]:&#039;&#039;&#039; (Skink; 80pts; 10 Summon points) Same as above but on Ripperdactyl. Increases friendly Ripperdactyl jaw attacks by 1 with Command Ability. This ability id restricted to once per unit.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Engine-of-the-Gods-en.pdf Engine of the Gods]:&#039;&#039;&#039; (Skink; Artillery; Behemoth; 260pts; 30 Summon points) Replaces everything we said about the Priest from above with a fucking Triceratops and a table: you roll a number of D6 that depends on if the Slann is near it (2 usually, a Slann within 12&amp;quot; allows you to throw an extra dice) and you can either damage yourself, heal yourself, damage a single unit or many units (this used to be two separate types of attacks, now you have to choose one, which is far more consistent), summon 10 Saurus Warriors (this is an actual NERF. On the first iteration, it allowed you to place one unit of ANY kind, then just some of a pool of four units, now only Warriors). It&#039;s totally random, but almost all of its effects are deadly as fuck. Given how you need a Slann to make 3D roll, you will usually get the healing effect and a good chance of attacking. Only with a Slann nearby you get the possibility of summoning Warriors, and only rolling 3 6s you can get the double attack buff. It&#039;s a bunch of skinks on a GIANT DINOSAUR! Why aren&#039;t you playing it? Rolling an 18 on the table has been updated and no longer grants a second turn, instead, it gives all of your units wholly within 24&amp;quot; double attacks and rerolls charge rolls. Still good, but not quite as cool. [[JoJo&#039;s Bizarre Adventure | Instead of shouting out of your lunges &#039;&#039;&#039;ZA WARUDO!!!!&#039;&#039;&#039;, now you have to shout &#039;&#039;&#039;MADE IN HEAVEN!!!!&#039;&#039;&#039;]]. Also also, these guys now gain +1 to the save rolls 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 or monster hunters. Another thing to note is that the Stegadon part of the Engine Of The Gods is considered the hero and the priest on top isn&#039;t actually part of the warscroll, therefore the Stego&#039;s attacks (i.e. Grinding Jaws, Massive Horns, Crushing Stomps) are technically attacks made by a hero. You Might be able to pull of some crazy shit with artefacts/command traits that affect the bearers attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Skink chief on Stegadon]:&#039;&#039;&#039; (Skink; Behemoth; 270pts; 30 Summon points) Same as Stegadon, but also a Hero. Receives some more attacks with Warspear and a Command Ability to give one SKINK unit wholly within 24&amp;quot; a bonus attack for all melee weapons.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skink-Oracle-on-Troglodon-en.pdf Skink Oracle on Troglodon]:&#039;&#039;&#039; (Skink; Oracle; Behemoth; 260pts; 25 Summon points) 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&#039;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&amp;quot; to subtract 1 from their bravery. On top of that, it seems that now GW uses the word &amp;quot;&#039;&#039;&#039;Trog&#039;&#039;&#039;&amp;quot; as a synonym for &amp;quot;&#039;&#039;regeneration&#039;&#039;&amp;quot;, [[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, but you sadly will find someone who does the job better most of the. Unfortunately, it is now the most expensive of the dinos available, due to the buffs. so it no longer makes a cheap filler piece. What you can&#039;t take away from him is being a somewhat tanky Slann range extender that won&#039;t mind being in melee.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Warriors-en.pdf Saurus Warriors]:&#039;&#039;&#039; (Battleline; Saurus; 90/320pts; Min:10; Max:40; 10 Summon points for a unit of 10, 18 for a unit of 20)  Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 8 (10 if STARBORNE), 4+ Save, two melee weapon attacks, they&#039;re rock solid. Get +1 attack to their hand weapon if the unit has 15+ models, Nice (more than nice - in a Coalesced force that will give you a battleline unit at four attacks per 9 point model - 8 points if at full unit size.  That&#039;s horrifying.).  Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to [[get shit done]]. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be disappointed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Guard-en.pdf Saurus Guards]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20;  10 Summon points for a unit of 5) Sadly these guys are no longer your generic Seraphon HERO guard and have been reverted to their original fluff-role, protecting the SLANN. Saurus guard units now intercept wounds or MWs aimed at any SLANN within 3&amp;quot; on a 2+. They hit and wound on 3+ with their halberds, make two attacks apiece with rend -1, plus bite attacks that can tack on 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.&lt;br /&gt;
**They are now two wounds per model, come in units of 5, and lost their ignore -1 Rend rule, so better give them an anti-magic umbrella if you want them alive, or simply don&#039;t bring them if you expect heavy MW opposition.&lt;br /&gt;
** In certain situations/games, Saurus may be a better option than these guys (see Saurus entry above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Knights-en.pdf Saurus Knights]:&#039;&#039;&#039; (Conditional battline: Seraphon army; Saurus; 100pts; Min:5; Max:20; 10 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools. They are proper cavalry now, instead of elite infantry: they finally move at 8&amp;quot;. Have Weapon choice to hit on 3s or get bonus damage on the charge. Run a Scar-Vet on Cold One with a Skink Starseer to devour Peasants in a blink of an Eye.&lt;br /&gt;
** Also, see alternate option on Saurus Warriors, above.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skinks-en.pdf Skinks]:&#039;&#039;&#039; (Conditional battline: Seraphon army;  Skinks; 60pts; Min:10; Max:40; 6 Summon points for a unit of 10) They get a +1 attack if the unit has 15+ models. They are stupidly fast for infantry (seriously, now they might as well be our ranged skirmish &amp;quot;cavalry&amp;quot;, [[Ork|it looks like they got all painted in red]]) and not that squishy because of their shields, unlike the plenty of skirmishers of the game. They Nurfed by no longer having the retreat ability. they are still a good ranged harassing and objective Holding/Stealing unit. Sadly, their Bravery got nerfed to the ground: 5. You don&#039;t have to worry if you are Starborne. You HAVE to worry if you are Coalesced.&lt;br /&gt;
** The standard box comes with the pieces to build 24 Skinks and the SC! the set comes with 12, though, with a bit of kitbashing, you can turn those 4 extras into a team of Skink Handlers and a Priest. Or better yet, as you accumulate things like Terradons and Stegadons, you will also get some spare Skinks from them, so you can make even more regular Skinks. Maybe you can tweak their pieces a little bit to be the Alphas of the unit, making them stand out on the battlefield. This is one of the boons of this hobby, especially for a faction like ours.&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Chameleon-Skinks-en.pdf Chameleon Skinks]:&#039;&#039;&#039; (Skinks; 90pts; Min:5; Max:20; 10 Summon points for a unit of 5) They can teleport into and out of reserve instead of moving (except during the 4th battle round). Also, have a 3+ save in cover, and shooting attacks deal a mortal wound on a 6 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Terradon-Riders-en.pdf Terradon Riders]:&#039;&#039;&#039; (Skinks; 120pts; 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&amp;quot; of movement. NOTE: New battletome nerfed them hard but made them dirt-cheap too. As an additional bonus, building this sprue makes for some of the most gorgeous models in GW.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Ripperdactyl-Riders-en.pdf Ripperdactyl Riders]:&#039;&#039;&#039; (Skinks; 140pts; Min:3; Max:12; 10 Summon points for a unit of 3) The other vicious flying one. How they massacred my boys. 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. Nasty. Wizards don&#039;t stand a chance. They used to make an extra attack per successful attack, [[Skub|but not anymore]]. As an additional disadvantage, building this sprue makes for some of the most ridiculous models in GW.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Salamander-Hunting-Pack-en.pdf Salamanders]:&#039;&#039;&#039; (Skink; 80pts; Min:4; Max:12; 10 Summon points) Fucking hell, these guys are deadly. They make four shooting attacks now rather than using a template, but that shot hits and wounds on 3+ and does D3 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit rolls of 6 stop the attack sequence and deal D3 mortal wounds instead. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. Handlers are now the part of the unit and serve no purpose other than ablative wounds and the range is always 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Razordon-Hunting-Pack-en.pdf Razordons]:&#039;&#039;&#039; (Skink; 80pts; Min: 4; Max:12; 10 Summon points) Another ranged unit, Razordons make 2d6 attacks at 18&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, it can fire D6 more spikes when charged or charges, and that is still on a decent fighter. Razordons are, pound for pound, the best unit in the Seraphon faction, bar none. These are basically the only units I have that my regular opponents are actually afraid of. In practice, their stat line makes them capable of some truly punishing fire. They are terrifying to charge, both because of instinctive defense overwatch shots and, well, being in melee with them means you are a captive target for their positively punishing shooting attacks (plus rending). They aren&#039;t great in melee per se, but they aren&#039;t helpless either. The same goes for their durability. They aren&#039;t really tanky by any stretch of the imagination, but just survivable enough that they can hold something up for at least a turn or two. Also, smart use of Lords of Space and Time teleportation in conjunction with razordon shooting is often referred to as the &amp;quot;Razorbomb&amp;quot; tactic and is an absolute joy to play. Razordons rule. Razordons for president. The new battletome makes everything above apply to salamanders, actually. Razordons have a higher range and more shots, but salamanders less random and have better Rend and Damage and mortal wound potential.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Kroxigors-en.pdf Kroxigor]:&#039;&#039;&#039; (140pts; Min: 3; Max:12; 15 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can instead take a moonhammer (4+/3+/-1/2D) gaining a number of attacks equal to all enemies within its 2&amp;quot; range. If their bite hits on unmodified 6, it deals a mortal wound in addition to any damage. If any Skink unit is within 3&amp;quot; of the Krox, they add 1 to hit rolls. Wrap them up with a Skink Cohort and let the Kroxigor hammer.&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Stegadon-en.pdf Stegadon]:&#039;&#039;&#039; (Conditional Battline: Thunder Lizards army; Skink; Behemoth; 240pts; 25 Summon points) A monster triceratops that buffs skinks and aren&#039;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&amp;quot;/3A/4+/3+/-1/3) or What stands out most is its Sunfire Throwers. Remember those giant blowpipes? Yeah well, we replaced the darts with FIYAAAA! Basically they&#039;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&#039;s a lot of attacks. Also, these guys roll 1 dice per enemy unit within 1&amp;quot; after charging. On a 3+, it takes D3 mortal wounds. This works better than the last iteration and is also now exclusive for this Steggies, not for the EotG. And really, what&#039;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.&lt;br /&gt;
**Note, however, that you have to be more than 3&amp;quot; from enemy units unless you are in close combat. This reduces the effective range to mere 5&amp;quot;. The lores have two spells with similar effects, which makes bow loadout a little more appealing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Bastiladon-en.pdf Bastiladon]:&#039;&#039;&#039; (Skink; Behemoth; 220pts; 20 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&amp;quot; range, 9 attacks with -1 rend that do 2 damage? [[Just as planned|Now they also got 2 extra wounds by default (for a total of 10 wounds), and start WITH A FUCKING SAVE OF +1]]. [[Not as planned|This guys used to have a +4 FNP, but not anymore, and now they have a damage table with diminishing stats: making the saves worst by -1 each time they take 2 wounds, up to a +4 save, and both weapons will make less and less attacks the more damage the Bastie gets]]. Solar Engine used to make 2D6 attacks, so having a default 9 attacks is an actual buff; a stable number of attacks and not being trolled by dice suddenly wanting to make a 2 for you. The Arc of Sotek used to technically make infinite attacks, once per model, but it was never a realistic scenario, so making multiple to different or the same model is actually another buff, however, it is now a &amp;quot;melee&amp;quot; weapon with 3&amp;quot; range, instead of the old 8&amp;quot; bubble. This is... something that makes it work differently.&lt;br /&gt;
** Watch out for mortal wounds! With 4+ feel no pain is gone, the only mortal wound defense for this guys is mere Astrolith Bearer&#039;s aura of 6+ wound negation. Enemies can hurt it with mortal wounds, reduce its save and then finish off in close combat. Any time it suffers 5 or more wounds, you want to heal it as soon as possible. Sticking a bound Emerald Lifeswarm near it maybe not a bad idea.&lt;br /&gt;
**2+ UNRENDABLE SAVE!!!!  Rememeber that rend affects the save roll, not your save characteristic and you cant reduce a die roll to less than a 1.  So the 1+ save on the warscroll makes him immune to rend in his top bracket&lt;br /&gt;
&lt;br /&gt;
{{anchor|FWDread}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/PDF/AoS_Warscrolls//aos-warscroll-Dread-Saurian.pdf Dread Saurian] (Forge World)&#039;&#039;&#039; (Behemoth; 510pts; 50 Summon points): So you have more gold than an entire Starhost and want to show it? Fine, do it. This freshly updated 3-kilogram beast is now 510 points, with a STAGGERING 35 wounds and a 4+ save. At full health, it has Gargantuan Jaws (2&amp;quot;/3/3+/3+/-2/&#039;&#039;&#039;STRAIGHT FREAKING 6&#039;&#039;&#039;), Raking Claws (2&amp;quot;/6/2+/3+/-1/2) and Armoured Tail (2&amp;quot;/1/4+/3+/-1/D6). It also shrugs off magic on a 6+ (4+ if there&#039;s a Slann within 12&amp;quot;) and when it charges, it does damage on a 2+, for D3 to {{AOSKeyword|MONSTERS}} and D6 to non-MONSTERS. When it goes down, each unit within 3&amp;quot; that isn&#039;t a {{AOSKeyword|MONSTER}} gets to roll. On a 4+, that unit takes D3 damage. It ALSO can, once a battle at the start of the battleshock phase, reduce all enemy bravery within 12&amp;quot; to HALF, which triggers before its always present -1 to bravery, meaning you can drop that Daemon squad from 10 Bravery to 4 for their battleshock phase.&lt;br /&gt;
** Throw this bad boy into a Coalesced army and watch him go HAM. 35 wounds, taking 1 less damage from every attack? Thing&#039;s a beast in more ways than one. Did we forget to mention he’ll also get an extra attack on his Gargantuan Jaws for being Coalesced. Yeah, four jaw attacks, enjoy.&lt;br /&gt;
** Ir if your feeling more Starborne on a particular day you teleport this bad boy around the board and plop him right were your opponent does not want him to be. And worth mentioning while it will be a lot of work, nothing will be more satisfying than managing to get summoning off for this Dino. Your opponent will definitely not like it.&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Realmshaper-Engine-en.pdf Realmshaper Engine]:&#039;&#039;&#039; The obligatory setpiece exclusive to this army like the Ossiarch Bone-Tithe Nexus, this is a giant Aztec Pyramid that can garrison up to 20 wounds, and your wizard or priest can live on. During a Hero phase, you can have them select one terrain setpiece on the field. Roll a d6 for each enemy unit within 3&amp;quot; of the setpiece, adding +2 if this is all within 18&amp;quot; of the engine and subtracting 2 if the setpiece is beyond 36&amp;quot; of the engine; on a 4+, the unit suffers D3 mortal wounds. &lt;br /&gt;
**Note that currently, this scenery piece is a mediocre one. &amp;lt;s&amp;gt;It is set up before territory is determined and must be placed 6 inches away from other terrain. This is a fairly large scenery piece so this is fairly difficult to accomplish.&amp;lt;/s&amp;gt; This model is set up &#039;&#039;&#039;Before&#039;&#039;&#039; other terrain, but after objectives and can be placed anywhere more than 6&amp;quot; away from an objective or the table edge, meaning certain missions will be more restrictive than others. The drawback to this terrain piece is that if your opponent wins the roll-off for table edge they can pick the side you&#039;ve placed your engine on and garrison themselves inside of it. They cannot shoot you with its power unless they are using seraphon models but they can still start with units inside of it.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
Worth mentioning. We didn&#039;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.&lt;br /&gt;
&lt;br /&gt;
This spells are know as BOUND &amp;gt;Malign Portents Endless Spell Goes Here&amp;lt;, and cost 10 points more than the regular Endless Spells.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
These are divided into two sections, depending on whether you take your army as Starborne or Coalesced. Starborne gets starhosts, while Coalesced gets temple-hosts.&lt;br /&gt;
*&#039;&#039;&#039;Starhosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Starhost:&#039;&#039;&#039; (200pts; 4030pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, you get an extra d3 summoning points if the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (160pts; 540pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Celestite weapons.&lt;br /&gt;
**&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***Attacks with Celestite weapons made by units from this battalion do a mortal wound on an unmodified wound roll of a 6.&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039;(170pts; 440pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***Allows any unit from this battalion to stay in reserve and deep strike 9&amp;quot; away from enemies at the end of any of your movement phases.&lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039;(130pts; 910pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***Each unit from this battalion can heal for 1 wound in your hero phase, upped to D3 if the unit is within 18&amp;quot; of a friendly slann.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temple-Hosts:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Eternal Temple-Host:&#039;&#039;&#039; (180pts; 3970pt. min.) A big wizard (Slann, Starseer, or Oracle on Troglodon), an Eternity warden, 3 units of Saurus Guard, 2+ Sunclaw Starhosts, 1+ Firelance Starhosts, 2+ Shadowstrike Starhosts, 1+ Thunderquake Starhosts. &lt;br /&gt;
***All other abilities aside, your Primeval Domain extends to the entire board provided the big wizard from this battalion is alive.&lt;br /&gt;
**&#039;&#039;&#039;Sunclaw Temple-Host:&#039;&#039;&#039; (140pts; 520pt. min.) A Saurus Oldblood or Sunblood, and three units of Saurus Warriors. &lt;br /&gt;
***All units from this battalion get an extra -1 rend on their Jaws weapons.&lt;br /&gt;
**&#039;&#039;&#039;Firelance Temple-Host:&#039;&#039;&#039; (160pts; 570pt. min.) A &#039;&#039;&#039;Scar-Veteran&#039;&#039;&#039; (cold one or carnosaur) and three units of Saurus Knights. &lt;br /&gt;
***All units from this battalion add 3 to run and charge rolls if they are within 18&amp;quot; of the Scar-Veteran.&lt;br /&gt;
**&#039;&#039;&#039;Shadowstrike Temple-Host:&#039;&#039;&#039;(150pts; 420pt. min.) A Skink Priest or Starpriest, 2 units of Chameleon Skinks or Skinks (in any combination) and a unit of Ripperdactyl riders or Terradon riders. &lt;br /&gt;
***In your hero phase, the Priest or Starpriest from this battalion can point at an enemy unit it can see. All units in this battalion add 1 to hit rolls against that unit until your next hero phase.&lt;br /&gt;
**&#039;&#039;&#039;Thunderquake Temple-Host:&#039;&#039;&#039;(150pts; 930pt. min.) An Engine of the gods or Skink Chief on Stegadon, 2 Bastiladons or Stegadons (in any combination) and a unit of kroxigors, a salamander hunting pack, or a razordon hunting pack. &lt;br /&gt;
***In your hero phase, you can choose to make all units from this battalion swift or savage.&lt;br /&gt;
****&#039;&#039;&#039;Swift:&#039;&#039;&#039; Units from this battalion can run and still shoot and/or charge in the same turn.&lt;br /&gt;
****&#039;&#039;&#039;Savage:&#039;&#039;&#039; Units from this battalion get an extra attack on each of their melee weapons.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
===Start Collecting!===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;re willing to field some cheeky conversions, there&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;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.&amp;lt;/s&amp;gt; Unfortunately out of print. Just remember to pick up a Kroak.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FOR THE NEW BATTLETOME: START COLLECTING! SKINKS!&#039;&#039;&#039; 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. If you don&#039;t build your fliers as Ripperdactyls, your Blot Toad won&#039;t have much use besides decoration unless you pick up an extra 50mm base. Just put him on his normal 25mm base, throw some random bits on the base to make it look throne-like, and use one of the spare flight stems to put him on the 50mm base to turn him into a mini Slann.&lt;br /&gt;
&lt;br /&gt;
So, yeah, you have quite a few options to get some Seraphon miniatures in easy to get blocks. &#039;&#039; -Hold on, hold on, are you sure this is [[GW]]?&#039;&#039;&lt;br /&gt;
&amp;lt;s&amp;gt;(&#039;&#039;Note: &#039;&#039;&#039;&#039;&#039;WE NEED TO UPDATE THIS LISTS. THEY ARE 4 YEARS OLD BY NOW&#039;&#039;&#039;&#039;&#039;&amp;lt;/s&amp;gt; Working on updates and linkages. What a better way to start the decade than updating us, the first faction to get introduced (after Sigmarines and Khorne Bloodbounds) to the AoS parade as a whole?&lt;br /&gt;
&lt;br /&gt;
The point here is to share and &amp;lt;s&amp;gt;rape, pillage, and steal&amp;lt;/s&amp;gt; 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&#039;t act like [[That Guy]]). Also, we&#039;ll try to suggest you easy ways to get a strong force while trying to save the most money possible, which shouldn&#039;t be that hard, since [[GW]] have been releasing bundles with decent saving on a constant basis &amp;lt;s&amp;gt;WHAT KIND OF [[HERESY]] IS THIS?&amp;lt;/s&amp;gt;&#039;&#039;). 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Note that as of the new battletome, a lot of these lists will function a bit differently to the way they are listed here&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Art of Summoning===&lt;br /&gt;
Credit due to [http://www.lustria-online.com/threads/the-art-of-summoning.22178/ Lustria Online forums].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only 1 Spell per Slann and Oracle can be converted to Celestial Conjuration Points&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
(Question - is this section still accurate or is Seraphon now limited to just converting only 1 spell per model/ turn into summon points?)&lt;br /&gt;
 Edit: slanns and ORACLE( the troglodon guy only) are the only ones able to give &#039;&#039;&#039;up 1 spell per dude and per phase&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;so with kroak/slann as general = D3, an Oracle/Slann/Kroak can give up a spell for D3, = 3D3 and a banner you can get up to 5 D3 points per turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Engine of the Gods--While not contributing to the CCP, does have independent summoning abilities. If you are going to create a summoning list, might as well go all in.&lt;br /&gt;
&lt;br /&gt;
===Matched Play GHB2019 List===&lt;br /&gt;
Credit again to [http://www.lustria-online.com/threads/matched-play-list-ghb2019.23300/#post-281635 Lustria Online Matched Play GHB2019] and all the contributors. Below are highlighted. Use the link for details, as they are updated in the forums.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2000 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Dracothion&#039;s Tail/Shadowstrike Starhost--Single drop army with Slann, Oldblood on a Carnosaur, Scar Vet on a Cold one, and Starpriest. Add Rippers, Skinks, Knights, and Razors to round out. Alpha strike list with summoning.&lt;br /&gt;
&lt;br /&gt;
* Shadowstrike Starhost--Slann, AB, &amp;lt;s&amp;gt;couple EotG&amp;lt;/s&amp;gt; (NO MORE VALID, since ONLY 1 EotG can be activated each turn), and Starpriest. Add Rippers, Skinks, and Razors. More summoning focused.&lt;br /&gt;
&lt;br /&gt;
* Thunderquake Starhost--Slann, AB, EotG, and Starpriest. Razors, Skinks, and couple Bastiladons (with friggin LASERS!!!)&lt;br /&gt;
&lt;br /&gt;
* Kroak+Slann Mortal Wound Spam--Because one frog just ain&#039;t enough. Slann, Kroak, AB, Scar Vet on a Cold One, Starpriest, Knight-Incantor. Add Knights and Razors. Move of a casting list to rain down magical goodness on the enemy. It also is a 2-drop.&lt;br /&gt;
&lt;br /&gt;
* Fangs of Sotek&lt;br /&gt;
&lt;br /&gt;
* Kroaknado--Kroak, &amp;lt;s&amp;gt;EotG xFOUR&amp;lt;/s&amp;gt; (NO MORE VALID, since ONLY 1 EotG can be activated each turn), and AB. Add Skinks and Razors. Summon from the EoTG and cast from the frog.&lt;br /&gt;
&lt;br /&gt;
* Shooting--Slann, AB, and Starpriest. Add 3 units of Razor X3, Skinks, and Bastiladons x3 (with friggin LAZORS!!!)&lt;br /&gt;
&lt;br /&gt;
* Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
* Eternal Starhost &amp;amp; Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
* Dracothion&#039;s Tail&lt;br /&gt;
&lt;br /&gt;
* Triple Carnosaur&lt;br /&gt;
&lt;br /&gt;
* Dread Saurian w/Dracothion&#039;s Tail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1500 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dracothion&#039;s Tail (@Lizerd&#039;s list)&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1000 Point Lists:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
Shooting&lt;br /&gt;
&lt;br /&gt;
Sunclaw Starhost&lt;br /&gt;
&lt;br /&gt;
Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting Engagement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eternal Starhost&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost&lt;br /&gt;
&lt;br /&gt;
Double Carnosaur&lt;br /&gt;
&lt;br /&gt;
Shadowstrike Starhost w/Ripperdactyls&lt;br /&gt;
&lt;br /&gt;
Dread Saurian&lt;br /&gt;
&lt;br /&gt;
Purple Sun&lt;br /&gt;
&lt;br /&gt;
===Matched points===&lt;br /&gt;
&lt;br /&gt;
Fortunately, Seraphon has a wide array of units, and everyone is viable.&lt;br /&gt;
&lt;br /&gt;
From a single Start Collecting! you get:&lt;br /&gt;
&lt;br /&gt;
* 90 points from 10 Saurus Warriors.&lt;br /&gt;
* 100 points from 5 Saurus Knights. **points updated!**&lt;br /&gt;
* 260 points from a Troglodon OR 210 from a Saurus Scar-Veteran on Carnosaur OR 250 from a Saurus Oldblood on Carnosaur. **points updated!**&lt;br /&gt;
*&#039;&#039;Total:&#039;&#039; 420 points using a Troglodon OR 480 points using a Scar-Veteran on Carnosaur OR 540 points using an Oldblood on Carnosaur.&lt;br /&gt;
&lt;br /&gt;
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&#039;s bits if you are allowed.&lt;br /&gt;
&lt;br /&gt;
NOTE AND UPDATE: with general&#039;s handbook 2017, every Seraphon unit received a huge discount (Balanced by the fact that their awesome warscroll battalion now cost a lot more). This means you now can field both a Trog and Oldblood on Carnosaur using units in two Start Collecting boxes. Exactly, both. Have fun supporting and attacking with Oldblood and Troglodon while receiving the screening from Warriors and Knights, have fun! A lot!!&lt;br /&gt;
&lt;br /&gt;
===1000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 2 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 4 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 2 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 2 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 220 points; 2 10-units Skins and a Skink Priest or Starpriest.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 10 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader).&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt; This uses exactly 1000 points. &amp;lt;/s&amp;gt;&lt;br /&gt;
As of the new battletome, this list is 960 points and got a bit better.&lt;br /&gt;
&lt;br /&gt;
This is a heavily focused melee list.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 8&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
&lt;br /&gt;
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&amp;quot; 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&#039;s call in addition to one from the skink spell lore.&lt;br /&gt;
&lt;br /&gt;
Not a specialist, but it [[gets shit done]]. However, never expose it to get 8 or more wounds. Its ranged attack has 18&amp;quot;, gets worst if by 3&amp;quot; each time it suffers 2 or more wounds, it gets 1&amp;quot; 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)&lt;br /&gt;
&lt;br /&gt;
It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
&lt;br /&gt;
===2000 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 3 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 6 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 4 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 4 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. 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.&lt;br /&gt;
&lt;br /&gt;
Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
&lt;br /&gt;
* 20 Saurus Warriors (Battleline).&lt;br /&gt;
* 15 Saurus Knights (Battleline).&lt;br /&gt;
* Scar-Veteran on Cold One (Leader).&lt;br /&gt;
* A Firelance Starhost (using the Cold One Scar-Veteran)&lt;br /&gt;
* Saurus Oldblood on Carnosaur (Leader/Behemoth).&lt;br /&gt;
* Saurus Oldblood on Foot (Leader)&lt;br /&gt;
* Troglodon (Behemoth).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Now, lets assume you also got a Thunderbeast Host kit, now add: &lt;br /&gt;
&lt;br /&gt;
* An Engine of the Gods (Leader/Behemoth).&lt;br /&gt;
* 1 Stegadon (Behemoth).&lt;br /&gt;
* 3 Terradon/Ripperdactyls Riders.&lt;br /&gt;
&lt;br /&gt;
This will cost 1960 points, or 1980 if you play a Sunblood instead of the Oldblood on foot. &lt;br /&gt;
&lt;br /&gt;
Other option is to 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.&lt;br /&gt;
&lt;br /&gt;
This list features more ranged options.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 preferred by virtue of their ranged attacks, while the Ripperdactlys can dish out important damage for evasive but fragile enemy units.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
As a bonus, deploying this whole army should be a sight to behold!&lt;br /&gt;
&lt;br /&gt;
====[https://www.warhammer-community.com/2020/03/05/stegageddon-the-final-form-of-listbuildinggw-homepage-post-2/ STEGAGEDDON]====&lt;br /&gt;
&#039;&#039;&#039;WARNING&#039;&#039;&#039;: 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 &amp;quot;replace X, add Stegas&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
# Field a &#039;&#039;&#039;Coalesced Thunder Lizard&#039;&#039;&#039; army. This already sounds as pleasing as you guess.&lt;br /&gt;
# Because of this, Steggies are now &#039;&#039;&#039;BATTLELINE&#039;&#039;&#039; instead of &#039;&#039;&#039;BEHEMOTH&#039;&#039;&#039;, so you will need &#039;&#039;&#039;FOUR&#039;&#039;&#039;. Yes, you&#039;ll need money. Yes, you&#039;ll won&#039;t regret it. Equip them with a healthy blend of Skystreak Bows (A whooping 25&amp;quot; range, 3 attacks, 4+/3+/-1/D3) and Sunfire Throwers (A bubble of 8&amp;quot; 3+/3+/-/1). Remember, this celestial flamethrower &#039;&#039;&#039;MAKE AN ATTACK FOR EACH MODEL IN RANGE&#039;&#039;&#039;. 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]].&lt;br /&gt;
# Get yet another Steggie and give him a Skink Chief as commander. His/it command ability lets you pick 1 &#039;&#039;&#039;SKINK&#039;&#039;&#039; unit per phase, wholly between 2&amp;quot; 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.&lt;br /&gt;
# Grab two Engines of the Gods. Remember the mantra of our enlightened Slann Masters: &#039;&#039;More Stegs, more fun&#039;&#039;.  This will give you the needed support you lacked so far. The effects from &#039;&#039;Cosmic Engine&#039;&#039; 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.&lt;br /&gt;
# 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: &#039;&#039;TROVE OF OLD ONE TECHNOLOGY&#039;&#039;. Per phase, a unit can use its Engines (Solar or Cosmic) once again. If &#039;&#039;Cosmic&#039;&#039;, &#039;&#039;&#039;this means it can heal &amp;lt;s&amp;gt;D6&amp;lt;/s&amp;gt; &#039;&#039;2D3&#039;&#039; wounds&#039;&#039;&#039;, or get another chance to shoot cosmic [[dakka]] to your enemies. If &#039;&#039;Solar&#039;&#039;, this means &#039;&#039;&#039;[[Dakka|you effectively will shoot 18 attacks PER SHOOTING PHASE]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1970 POINTS OF SAURIAN STOMPS!&#039;&#039;&#039; This of course means some problems: you will not cover the whole battlefield, you relly on &#039;&#039;&#039;MONSTER&#039;&#039;&#039;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.&lt;br /&gt;
&lt;br /&gt;
Who knows? this might be the dawn of a new Stega-Meta!&lt;br /&gt;
&lt;br /&gt;
===2500 pt.===&lt;br /&gt;
Here the core tax is 1 &#039;&#039;&#039;Leader&#039;&#039;&#039; and 4 &#039;&#039;&#039;Battleline&#039;&#039;&#039; units, you can have up to 8 &#039;&#039;&#039;Leaders&#039;&#039;&#039;, 5 &#039;&#039;&#039;Artilleries&#039;&#039;&#039; and 5 &#039;&#039;&#039;Behemoths&#039;&#039;&#039;. Your minimum tax is 320 points ; 4 10-units Skins and one of the following leaders: Saurus Oldblood, Saurus Scar-Veteran on Cold One, Skink Priest or Skink Starpriest.&lt;br /&gt;
&lt;br /&gt;
From the previous example list, not much more to add here. &lt;br /&gt;
&lt;br /&gt;
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&amp;quot; away and buff your whole army.&lt;br /&gt;
&lt;br /&gt;
This costs 2440 points. If your place allows older scrolls, you could pick a Skink Chief to close at 2500.&lt;br /&gt;
&lt;br /&gt;
Another mention should be going out yet again to the skinks. In a Seraphon army there are 5 ways to improve your save and 4 out of those are skink exclusive. There is a special kind of hell for those people that let their bastiladon lose 6 wounds and use the skink priest and starseer to give it yet the same 1+ unreadable save. Speaking of which with the stegadon helmet relic and the nimble command trait a stegadon with skink chief can achieve the same. The skink monsters provide stupidly tough anvils and make kharradron jealous with their mounted machine gun turrets. They lack a little in Meele compared to the carnos but hey, it&#039;s not like your opponent can kill those walking tanks anytime soon.&lt;br /&gt;
 &lt;br /&gt;
==Allied Armies==&lt;br /&gt;
Stormcast Eternals and now Sylvaneth. Fluff-wise, it makes sense: Sigmarines hate Chaos as much as we do, and Sylvaneth and us are kinda... sorta... forma... forces of nature... Coalesced and Sylvaneth share a love of foliage, a hatred of Chaos and &amp;quot;get off our lawn!&amp;quot; policies.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
*[http://www.lustria-online.com/ Lustria-Online.com, the main Seraphon army forum.]&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;/div&gt;</summary>
		<author><name>2600:1008:B000:6D89:B865:8F8F:8892:8FD1</name></author>
	</entry>
</feed>