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		<title>Age of Sigmar/Tactics/Order/Idoneth Deepkin</title>
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		<summary type="html">&lt;p&gt;2A02:8071:B6B8:4200:304A:E70D:6E5C:5191: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The new boys on the block! The [[Idoneth Deepkin]] are a new faction which sees [[GW]] re-envision elves to fit in the [[Age of Sigmar]] setting. Tragically lacking souls (so they&#039;ve come to steal yours), the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.&lt;br /&gt;
&lt;br /&gt;
==Why play Idoneth Deepkin?==&lt;br /&gt;
# They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
# Because you want to play with [[Dark Eldar]] in a fantasy setting.&lt;br /&gt;
# They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
# Because you want to copy 40K&#039;s system of character protection.&lt;br /&gt;
# They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
# Because you love sea life!&lt;br /&gt;
# They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
# Because you love an army built around speed, speed and &#039;&#039;&#039;MOAR SPEED&#039;&#039;&#039;!&lt;br /&gt;
# They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
# Because an all-cavalry army appeals to you.&lt;br /&gt;
# They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
# Because you wanted more Dark Souls in your Age of Sigmar.&lt;br /&gt;
# They are [[Awesome|Soul-Hunting Pirates riding Sea Monsters]].&lt;br /&gt;
# Because [[Teclis]] wasn&#039;t a big enough [[Eldrad| dick]] already.&lt;br /&gt;
# Did I mention they are [[Awesome|Soul-Hunting Pirates riding Sea Monsters?]]&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Idoneth Deepkin Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Idoneth Deepkin &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Matched play points are in the Battetome. As per the FAQ, ignore the points in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Nightmares:&#039;&#039;&#039; Enemy units can only target your closest visible &#039;&#039;&#039;Idoneth Deepkin&#039;&#039;&#039; unit with Missile Weapons. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this as the rule stated that the Deepkin unit must be the closest unit. If there are no Deepkin units in range, then the attack must hit the non-Deepkin unit.&lt;br /&gt;
*&#039;&#039;&#039;Tides of Death:&#039;&#039;&#039; Each round, you get a different ability. After the fourth, it cycles back to 1.&lt;br /&gt;
*#&#039;&#039;&#039;Low Tide:&#039;&#039;&#039;  Your units count as being in cover. Helps you advance without making you scramble to terrain.&lt;br /&gt;
*#&#039;&#039;&#039;Flood Tide:&#039;&#039;&#039; After running, your units can either shoot or charge (but not both).&lt;br /&gt;
*#&#039;&#039;&#039;High Tide:&#039;&#039;&#039; Units with this trait fight before everyone else in melee. Also, there&#039;s a bunch of abilities that activate during this turn.&lt;br /&gt;
*#&#039;&#039;&#039;Ebb Tide:&#039;&#039;&#039; After falling back, your units can either shoot or charge (but not both). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ethersea:&#039;&#039;&#039; You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army. Errata&#039;d so that the shipwreck must be placed more than 6&amp;quot; away from objectives or any other shipwreck.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
#&#039;&#039;&#039;Merciless Raider:&#039;&#039;&#039; Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Souls:&#039;&#039;&#039; Reroll 1s To Wound. Shame this doesn&#039;t work on a mount&#039;s attacks, but still nice.&lt;br /&gt;
#&#039;&#039;&#039;Unstoppable Fury:&#039;&#039;&#039; During High Tide, your General adds +2 to his attacks. Again, shame this doesn&#039;t work on mounts, but it still makes an Akhelian King terrifying.&lt;br /&gt;
#&#039;&#039;&#039;Born From Agony:&#039;&#039;&#039; Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.&lt;br /&gt;
#&#039;&#039;&#039;Nightmare Legacy:&#039;&#039;&#039; Enemy units within 12&amp;quot; take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Storm and Sea:&#039;&#039;&#039; +2 Bravery for Idoneth Deep in units wholly within 12&amp;quot;. Since your units aren&#039;t exactly blessed with great Bravery, this is pretty nice.&lt;br /&gt;
&lt;br /&gt;
===Akhelian Artefacts=== &lt;br /&gt;
Can be given to an Akhelian Hero (so only the Akhelian King, because Volturnos can&#039;t get one):&lt;br /&gt;
#&#039;&#039;&#039;Sanguine Pearl:&#039;&#039;&#039; Gives a 5+ save after the save in melee &lt;br /&gt;
#&#039;&#039;&#039;Potion of Hateful Frenzy:&#039;&#039;&#039; Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase. Your personal super sayajin mode. Combine with &#039;&#039;Unstoppable Fury&#039;&#039; to make your King utterly terrifying for one turn. And don&#039;t forget to draw your Falchion to make the most out of it.&lt;br /&gt;
#&#039;&#039;&#039;Ankusha Spur:&#039;&#039;&#039; +3&amp;quot; to movement and the mount rerolls 1s &amp;lt;s&amp;gt;to hit&amp;lt;/s&amp;gt; To Wound after the Errata because someone realized that the King&#039;s aura already gives him the 1s To Hit thing regardless &lt;br /&gt;
#&#039;&#039;&#039;Armour of the Cythai:&#039;&#039;&#039; Enemy gets -1 to hit if they target the bearer in melee. You&#039;re probably better off with the pearl.&lt;br /&gt;
#&#039;&#039;&#039;Bioshock Shell:&#039;&#039;&#039; Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3&amp;quot;. You have so few ways of dealing Mortal Wounds that this is interesting. That said, is it really worth running this on a 240 point King?&lt;br /&gt;
#&#039;&#039;&#039;Abyssal Blade:&#039;&#039;&#039; You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH. Too situational, but interesting.&lt;br /&gt;
&lt;br /&gt;
===Idoneth Artefacts=== &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero:&lt;br /&gt;
#&#039;&#039;&#039;Rune of the Surging Tide:&#039;&#039;&#039; Use at the start of hero phase once per battle. It has 2 modes: adds 1&amp;quot; movement to all friendly deepkin or takes 1&amp;quot; from all enemies until your next hero phase. Neither a big buff nor a big debuff.&lt;br /&gt;
#&#039;&#039;&#039;Black Pearl:&#039;&#039;&#039; It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save. &lt;br /&gt;
#&#039;&#039;&#039;Lliandra&#039;s Last Lament:&#039;&#039;&#039; Once per battle you can have all friendly deepkin completely within 18&amp;quot; skip their battleshock test. Very interesting, especially when running a big unit of Allopexes.&lt;br /&gt;
#&#039;&#039;&#039;Terrornight Venom:&#039;&#039;&#039; Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon. Not many weapons worth using it on.&lt;br /&gt;
#&#039;&#039;&#039;Cloud of Midnight:&#039;&#039;&#039; Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. It could pair great with &#039;&#039;Forgotten Nightmares&#039;&#039; against a shooty heavy army.&lt;br /&gt;
#&#039;&#039;&#039;Whorlshell:&#039;&#039;&#039; Once per battle at the start of your hero phase you can pick an enemy HERO within 9&amp;quot; and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game. Since most Heroes you&#039;d want to do that to have high Bravery... just take Brain Barnacles instead.&lt;br /&gt;
&lt;br /&gt;
===Isharann Artefacts=== &lt;br /&gt;
Can be given to any Isharann Hero:&lt;br /&gt;
#&#039;&#039;&#039;Steelshell Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against missile weapons. Interesting if you want a cheap sacrifice to soak up fire thanks to &#039;&#039;Forgotten Nightmares&#039;&#039;, but other than that, it&#039;s useless precisely because of &#039;&#039;Forgotten Nightmares&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mind Flare:&#039;&#039;&#039; Once per battle at the start of combat pick an enemy unit within 3&amp;quot;. They get -1 to hit for that phase. Meh.&lt;br /&gt;
#&#039;&#039;&#039;Dritchleech:&#039;&#039;&#039; All Wizards except Idoneth Deepkin get -1 to casts while within 18&amp;quot;. Interesting, but remember that this will affect allied Wizards as well. &lt;br /&gt;
#&#039;&#039;&#039;Auric Lantern:&#039;&#039;&#039; At the start of your shooting phase pick an enemy within 18&amp;quot; in cover. They dont get cover until your next shooting phase. Not too great, since your shooting isn&#039;t exactly stellar. Except the debuff is not limited to ranged attacks; it is just applied in the shooting phase!&lt;br /&gt;
#&#039;&#039;&#039;Disharmony Stones:&#039;&#039;&#039; Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12&amp;quot; and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Be very careful with these, as they might end up doing nothing or doing something and hurting you as well. Also worthless against armies without many Heroes.&lt;br /&gt;
#&#039;&#039;&#039;Brain Barnacles:&#039;&#039;&#039; Once per battle at the start of your hero phase pick an enemy hero within 12&amp;quot; and roll 2d6. [[Awesome|If the roll is equal or greater than the distance between them then that Hero gets -1 to hit and spell cast for the rest of the game]].&lt;br /&gt;
&lt;br /&gt;
===Arcane Artefacts=== &lt;br /&gt;
Can be given to any Idoneth Deepkin Hero who&#039;s also a Wizard, so Tidecaster and Aspect of the Sea only:&lt;br /&gt;
#&#039;&#039;&#039;Arcane Pearl:&#039;&#039;&#039; Gives a 5+ save after the save against mortal wounds. Combines nicely with both the Aspect of the Sea&#039;s inherent toughness and the Tidecaster&#039;s Spirit Guardians.&lt;br /&gt;
#&#039;&#039;&#039;Sands of Infinity:&#039;&#039;&#039; Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll. Very nice.&lt;br /&gt;
#&#039;&#039;&#039;Coral Ring:&#039;&#039;&#039; Gives 1 reroll for casting and 1 reroll for unbinding for the game. More reliability is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Bauble of Buoyancy:&#039;&#039;&#039; Gives fly and doubles their run roll. Just in case you want a Tidecaster to keep up with an Akhelian army.&lt;br /&gt;
#&#039;&#039;&#039;Kraken Tooth:&#039;&#039;&#039; Once per battle in your shooting phase pick an enemy unit within 12&amp;quot; and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around. &lt;br /&gt;
#&#039;&#039;&#039;Augury Shells:&#039;&#039;&#039; Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind. Very nice. A terrible roll you can give to the opponent and a good one you keep to yourself. Again, more reliability.&lt;br /&gt;
&lt;br /&gt;
===Lore of the Deep=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Steed of Tides:&#039;&#039;&#039; Casting Value 5. Pick a friendly hero that is not a monster within 6&amp;quot;. Remove them from the table and set them up within 24&amp;quot; of their original spot and outside of 9&amp;quot; of enemies. This counts as their movement in the movement phase &lt;br /&gt;
#&#039;&#039;&#039;Abyssal Darkness:&#039;&#039;&#039; Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9&amp;quot; of the caster until your next hero phase. Entirely worthless on your first turn and worthless on any other turn if you have a Leviadon. That said, if you go heavy on Namarti and don&#039;t use a Leviadon, fairly good.&lt;br /&gt;
#&#039;&#039;&#039;Vorpal Maelstrom:&#039;&#039;&#039; Casting Value 6. Pick a spot within 18&amp;quot; of the caster that they can see. Roll for each enemy unit within 3&amp;quot; of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds. &lt;br /&gt;
#&#039;&#039;&#039;Pressure of the Deeps:&#039;&#039;&#039; Casting Value 7. Pick an enemy they can see within 12&amp;quot; and roll a dice. If you beat their wound stat they are slain. Interestingly you pick a &#039;&#039;model&#039;&#039; with this, not a unit. So just point at that icon bearer in the Pink Horror unit to seriously piss your opponent off.&lt;br /&gt;
#&#039;&#039;&#039;Tide of Fear:&#039;&#039;&#039; Casting Value 6. Pick an enemy the caster can see within 12&amp;quot;. Until your next hero phase that unit gets -1 to hit and to bravery. Nice, but remember that your Aspect of the Sea can do that to D6 units. Better yet, combine the two to make sure one enemy unit in particular is utterly screwed.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Corrasion:&#039;&#039;&#039; Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12&amp;quot; or less: 1 mortal wound. 13-24&amp;quot;: 2 mortal wounds. 25-36&amp;quot;: 3 mortal wounds. 37-48&amp;quot; 4 mortal wounds. Such a weird spell. Interesting in that it is a damage spell that can be used turn 1, as most damage spells have too short a range for that to work, but &#039;&#039;Arcane Corrasion&#039;&#039; can&#039;t just be used turn 1, it&#039;s practically guaranteed to do quite a bit of damage then.&lt;br /&gt;
&lt;br /&gt;
===Isharann Rituals===&lt;br /&gt;
Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARANN HERO that is more than 9&amp;quot; away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens.  You get +1 if the caster is within 1&amp;quot; of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a Soulscryer), +1 for each non priest Isharann heroes within 3&amp;quot;, and +2 for each priest Ishaaran hero within 3&amp;quot;. This is not a spell and cannot be unbound. They have no range, they simply affect the game&lt;br /&gt;
&lt;br /&gt;
The 3 Rituals are:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Erosion:&#039;&#039;&#039; Until your next hero phase your enemy does not get a cover bonus. Your go-to if you don&#039;t have an Eidolon around. No cover does horrible things to bulwark armies like Eternal Guard-Wanderers and Freeguild.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Rousing:&#039;&#039;&#039; Heal 1 Wound on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase. In case you didn&#039;t realize, this is horrifying on an Aspect of the Sea with his two spells per turn.&lt;br /&gt;
#&#039;&#039;&#039;Ritual of Tempest:&#039;&#039;&#039; Until your next hero phase enemy models cannot fly. Unless the table is littered with terrain, this really only helps against Kharadron and Nighthaunts.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
===Named Characters===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:&#039;&#039;&#039; An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18&amp;quot; and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he&#039;s affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn&#039;t affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop &#039;&#039;Vorpal Maelstrom&#039;&#039; on top of him when he&#039;s surrounded by enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:&#039;&#039;&#039; Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he&#039;s not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can&#039;t take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a massive 12&amp;quot; bubble. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:&#039;&#039;&#039; As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn&#039;t mean he&#039;s bad. He&#039;s worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the later is better provided you can keep charging: 2&amp;quot;, -2 Rend, and trades one attack for dishing out 3 damage instead D3 when he charges. If you can&#039;t reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). One other thing he has over Volty is that you can stow the Shield and Draw the Falchion. This lowers his Save to a 4+, but gives you 3, 3+/4+/-/1 Attacks when when you really want to make sure something is dead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:&#039;&#039;&#039; A fairly survivable support caster with access to a number of very interesting spells. All in all, you only pick the lass for two reasons: One, you want a Wizard but don&#039;t have enough points for an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning &#039;&#039;Ebb Tide&#039;&#039; into &#039;&#039;Flow Tide&#039;&#039;, this will give you a very fast, very aggressive army. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:&#039;&#039;&#039; Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with &#039;&#039;Forgotten Nightmares&#039;&#039;, as you can force your opponent&#039;s backfield fire support to shoot your nigh-invulnerable Ishlaen Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:&#039;&#039;&#039; The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His two hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any Hero with 2 damage 2 attacks, even with the fish pitching in.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:&#039;&#039;&#039; Unconditional Battleline. Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers who gain one more attack and lets them reroll battleshock. Updated FAQ states that you can have 1 Icon bearer per every 10 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:&#039;&#039;&#039; Battleline with an Isharann Hero as general. Namarti Reavers are fast (8&amp;quot; and rerolls run) and equipped with really weird bows. At 18&amp;quot;, they get one shot at 4+/4+/-/1, which isn&#039;t exactly stellar. At 9&amp;quot;, they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator&#039;s worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you&#039;re not far off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:&#039;&#039;&#039; Battleline with an Akhelian Hero as general. Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14&amp;quot; and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:&#039;&#039;&#039; Battleline with an Akhelian Hero as general. Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost twenty points more. But then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wallbreakers instead of walls. That said, just because they&#039;re missing the defensive abilities of the Ishlaen, that doesn&#039;t mean they&#039;re frail, as they still rock 4 Wounds with a 4+ Save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:&#039;&#039;&#039; Chariots in all but name. Each has two riders, one who swings a spear and one of which mans a harpoon with either 3 Damage 1 shots or 1 Damage 3 shot. The shark itself has a bunch of scary attacks and 8 Wounds at a 4+ Save, so they are tough, fast and bring the pain. That said, don&#039;t trust the harpoon to do much damage, as it&#039;s mainly there to trigger their ability: If they charge while within 12&amp;quot; of a model with wounds allocated to it (like that Blightking you just hit with a harpoon), they reroll charges. Very nice with a Soulscryer. Finally, they can be taken in units of up to 4, which is very risky but with a potentially huge payoff. Risky because they have Bravery 6, so you run the very real risk of losing 140 point Sharks to battleshock, however,  in exchange, units of them make for an incredible target for the Akhelian King&#039;s Command. It&#039;d be wasted on a single Allopex but on a unit of three or four? Oh dear. Just make sure you use Inspiring Presence on them until &#039;&#039;High Tide&#039;&#039; rolls around.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:&#039;&#039;&#039; Very scary in several ways. Not only is it very strong in melee, it also spreads a 12&amp;quot; range bubble of cover around. Great, you might say, 3+ Save and guaranteed cover. But nope, remember, Monsters don&#039;t benefit from cover in Matched. Still amazing. 16 Wounds at a 3+ Save that spread cover to the rest of your army. It has 2 Volley guns as opposed to the Allopex&#039;s 1, &amp;lt;s&amp;gt; but unfortunately multiple weapons doesn&#039;t give more shots, so only 6 shots at 24 isn&#039;t anything to sneeze at either &amp;lt;/s&amp;gt;  the Allopex&#039;s volly gun has 3 shots and the Leviadon was updated to have 6, so it does have twice the shots.&lt;br /&gt;
&lt;br /&gt;
===Eidolon of Mathlann===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:&#039;&#039;&#039; The melee version is effectively a one-trick pony. He charges really really well and can charge after falling back, so he reaps his charge bonuses every turn. Among those charge bonuses is the fact that he heals D3 wounds when he does, which means that he will never ever die, between the regen, the 12 Wounds at a 3+ Save, the potential save-after-the-save from an artefact and the ability to walk out of inopportune fights. His damage output is merely okay for such an expensive model, though, so you need to get some Namarti or Akhelian Guard into his reroll 1s To Wound bubble in order for him to make his points back.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:&#039;&#039;&#039; The caster version is very powerful. Not only is he not too helpless in melee and armed with a shooting attack just in case, he also casts twice a turn and gets two unique spells, so he&#039;s very much not reliant on your lore spells. Especially his &#039;&#039;Tsunami of Terror&#039;&#039; spell, which debuffs D6 enemy units with -1 To Hit and to Bravery. That&#039;s a massive load, since he messes with both battleshock and enemy damage output. Also, he can reroll a casting roll per turn, but if he does not, he heals D3 Wounds, which is an interesting risk/reward mechanic. However, being the calmer of the two, he does not have the same reroll 1s To Wound aura. Instead he gives friendly units +3(!) to Bravery. This is pretty damn good, actually. All in all, he is probably better support for your army and neither of them are great damage dealers, so he&#039;s better all around.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Royal Council:&#039;&#039;&#039; (580pt. min.) &lt;br /&gt;
&#039;&#039;Requires an Akhelian King (Or Volturnos), a Tidecaster, and a Soulscryer. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Effectively nerfs the Soulscryer&#039;s ability to outflank because he needs to be within 3&amp;quot; of the King to use the Ability of this Battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Akhelian Corps:&#039;&#039;&#039; (900pt. min.)&lt;br /&gt;
&#039;&#039;Requires a Akhelian Leviadon, 2-4 units of Akhelian guards and 1-2 units of Akhelian Allopexes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Namarti Corps:&#039;&#039;&#039; (760pt. min.)&lt;br /&gt;
&#039;&#039;Requires a Isharann Soulrender, 2-6 units of Namarti Thralls and 2-4 units of Namarti Reavers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alliance of Wood and Sea:&#039;&#039;&#039; (1520pt. min.)&lt;br /&gt;
&#039;&#039;Requires (deep breath....) a Isharann Tidecaster, 2 units of Akhelian guards,  a unit of Akhelian Allopexes, a unit of Namarti Thralls, a unit of Namarti Reavers, and some Sylvaneth - a branchwych, 2 units of Dryds and a Treelord Ancient&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sylvaneth in the Battalion benefit from Emissary of the Deep Places regardless of your chosen Enclave.&lt;br /&gt;
&lt;br /&gt;
Essentially a full Start collecting box of Sylvaneth, plus 4 more dyads. Ideal for an existing Sylvaneth players wanting to &#039;&#039;branch&#039;&#039; out to something new (pun intended). But does it work as an useful army?&lt;br /&gt;
&lt;br /&gt;
You could add two units of Kurnoth Hunters as allies (given anyone playing this will most likely have some lying around), but they wouldn&#039;t get the Tides Of Death (unless you went Ionrach).&lt;br /&gt;
&lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Idoneth Deepkin===&lt;br /&gt;
*&#039;&#039;&#039;Phalanx:&#039;&#039;&#039; (4020pt. min.)&lt;br /&gt;
&lt;br /&gt;
==The Enclaves==&lt;br /&gt;
They are akin to the Sylvaneth Wargroves.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions&lt;br /&gt;
*&#039;&#039;&#039;Ionrach:&#039;&#039;&#039; +1 to cast and unbind rolls for your Wizards, which, as you know, is invaluable. However, your Warlord Trait is locked into the Ionrach-exclusive &#039;&#039;Emissary of the Deep Places&#039;&#039;, which provides your allies access to the &#039;&#039;Tides of Death&#039;&#039; rules. Great if you have allies, worthless if you don&#039;t. Also your &#039;&#039;Royal Council&#039;&#039; can have up to 2 Soulscryers and Tidecasters.  Also note that with Ionrach, your allies DO NOT gain the benefit of forgotten nightmares (they still screen your Idoneth units however).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dhom-Hain:&#039;&#039;&#039; Akhelians and Namarti reroll 1s To Hit on the charge. &amp;lt;s&amp;gt;Relatively meaningless as Lotann and the Akhelian King respectively do the same whether you charged or not, but nice if you find yourself outside the relevant bubbles.&amp;lt;/s&amp;gt; Lotann and the Akhelian King only do it for units that are WHOLLY within 12 inches of them, and this rule applies to anything not an Isharann or an Eidolon. So if you want to keep your entire, very mobile, army inside a 12 inch bubble, this rule is meaningless, otherwise it&#039;s very good. Your Akhelians also reroll Wound rolls against Monsters. Interesting against some armies, worthless against others. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 6 units of Akhelian Guard. Dhom-hain is notable as one of the Enclaves that have no restrictions whatsoever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fuethán:&#039;&#039;&#039; You reroll 1s To Wound with your mounts. Also, during &#039;&#039;Flood Tide&#039;&#039; all your units reroll 1s To Hit and &#039;&#039;Ebb Tide&#039;&#039; turns into another &#039;&#039;Flood Tide&#039;&#039;. You&#039;ll really miss that fall back + charge on turn 4, but in exchange, a Tidecaster can make you super fast by giving you &#039;&#039;Flood Tide&#039;&#039; on turn 1 and &#039;&#039;High Tide&#039;&#039; on turn 2. Also, your &#039;&#039;Phalanx&#039;&#039; can contain up to 6 &#039;&#039;Akhelian Corps&#039;&#039;. Not that you will ever use a &#039;&#039;Phalanx&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mor&#039;Phann:&#039;&#039;&#039; Your Soulrenders raise an additional 3 models. This is huge and out-Death&#039;s Death armies. However, your Tidecasters can&#039;t take Lore spells and instead get &#039;&#039;Freezing Mists&#039;&#039;, which drastically lowers an enemy unit&#039;s Pile In move. Also, your &#039;&#039;Namarti Corps&#039;&#039; can have 6 units of Thralls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nautilar:&#039;&#039;&#039; Your units reroll all failed Hit rolls if they were charged that turn. Not that your opponent needed more discouragement from charging your Namarti. Their Tidecasters lose access to lore spells and instead get &#039;&#039;Protective Barrier&#039;&#039;, which targets a friendly unit and lower the Rend of any enemy attacking them, so it&#039;s effectively a worse Mystic Shield. Still interesting, though, because it can stack with Mystic Shield. Also your &#039;&#039;Akhelian Corps&#039;&#039; can have up to 2 Leviadons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Briomdar:&#039;&#039;&#039; Your Soulscryers can take up to 3 units along and place them 18&amp;quot; away instead of 12. Also, your units can move over terrain (but not enemy units) as if they were flying. Not too great since most of your army already flies. Also your &#039;&#039;Namarti Corps&#039;&#039; can take up to 6 units of Reavers. Again, it is notable that the Briomdar have no restrictions to their name.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
*&#039;&#039;&#039;Darkling Covens&#039;&#039;&#039;: Eldritch Council and your Reavers do what they do better, but Word of Pain from a Sorceress does help with -1 to Hit spam in a mage heavy list.&lt;br /&gt;
*&#039;&#039;&#039;Daughters of Khaine&#039;&#039;&#039;: The best option by a long shot. What they bring are cheap and expendable units of 80 points per 5 Harpies that can Deep Strike in, and help block shots for the rest of your army via &#039;&#039;Forgotten Nightmares&#039;&#039;. 2 Units of Javelin Harpies, or one unit of Sword Harpies is pretty likely to one shot a 5 wound hero to boot. Doomfire Warlocks are also solid allies for a Cavalry army and easily able to keep up as well as providing good shooting and a source of mortal Wounds.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; While Daughters of Khaine are indeed an extremely powerful force on their own, they don&#039;t make very good allies for a number of reasons. They excel at being an extremely aggressive force when you pile on their faction bonuses (escalating table, 6+FNP, Temple abilities, extra prayers, their NUTS spell lore, not to mention any number of internally consistent abilities and rules) on their own without those they tend towards being overpriced or fragile. While you might get some mileage out of a unit of Khinerai or Doomfire Warlocks, you&#039;d probably be better off with some more Idoneth.&lt;br /&gt;
*&#039;&#039;&#039;Eldrich Council&#039;&#039;&#039;: Loremaster dropping Hand of glory on a King, or Storm Eidolon can do nasty things to the enemy. Archmage on Horse can keep up with the army and protect you from Mortal Wounds. Archmage on Dragon is always nice to have plus Dispel Magic is a very useful spell to have access too. Just remember that Loremasters and Archmages are susceptible to being sniped out.&lt;br /&gt;
*&#039;&#039;&#039;Order Serpentis&#039;&#039;&#039;: More expendable cavalry to soak up fire for your Akhelians could be nice. Or, you know, just add a Dragon or Hydra and go Ionrach so it profits from &#039;&#039;Tides of Death&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Scourge Privateers&#039;&#039;&#039;: Other than being great thematically, these aren&#039;t all too useful. On the flip side, Idoneth Deepkin make amazing allies for the Privateers.&lt;br /&gt;
*&#039;&#039;&#039;Shadowblades&#039;&#039;&#039;: An allied Assassin could be interesting but really, Daughters of Khaine do everything they do but better.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039;: For a Namarti-heavy army, Liberators make fantastic cannon fodder when combined with a Lord-Castellant and &#039;&#039;Forgotten Nightmares&#039;&#039;. Other than that, Vanguard-Raptors make for some nice budget shooting. Fulminators are a nasty addition to any Cavalry heavy army, and combined with &#039;&#039;Tides of Death&#039;&#039;, will get your opponent to flip the table fast.&lt;br /&gt;
*&#039;&#039;&#039;Sylvaneth&#039;&#039;&#039;: The only things worth considering here are Kurnoth Hunters for some additional shooting and Tree Revenants in case you want to go Warmachine hunting without investing hundreds of points into a Soulscryer and an escort.&lt;br /&gt;
*&#039;&#039;&#039;Wanderers&#039;&#039;&#039;: Fitting a unit of 20 Glade Guard in your army provides you with a highly reliable &amp;quot;remove lynchpin&amp;quot; button. Combining them with the Deepkin is going to make people even more angry than usual, though. Sisters of the Thorn are an awesome addition to Cavalry army and provide a very nice spell to boot. Keep in mind, that Eternal Guards are rerolling saves of 1 and 2, if they are in cover.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There aren&#039;t a ton of options for building diverse armies since the Idoneth model line consists of 8 Leaders, 5 units with only one unconditional battleline and a behemoth.  However with the addition of Enclaves your army will perform a bit differently and allows for a small but not insignificant level of specialization. &lt;br /&gt;
&lt;br /&gt;
===What to start with?===&lt;br /&gt;
*With no Start Collecting! box yet available, the best deal you can hope to find is the upcoming Battleforce box being released for Holidays 2018.  $170 (USD) will net you a Tidecaster, 10 Namarti Thralls, 10 Namarti Reavers, 3 Eel guard riders of your choice, and 2 Allopexes.  Not a bad variety to start with, and is over a hundred dollars in savings.&lt;br /&gt;
&lt;br /&gt;
*Grab an Akhelian King kit and build either Volturnos or the stock King model.  Both are fine, though Volturnos outperforms his nameless counterpart before taking Artefacts and Command Traits into consideration.  Either model is a fine addition to your army.&lt;br /&gt;
&lt;br /&gt;
=External links=&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Gloomtide_Shipwreck.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf&lt;br /&gt;
*https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2A02:8071:B6B8:4200:304A:E70D:6E5C:5191</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=35895</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=35895"/>
		<updated>2018-12-04T00:07:12Z</updated>

		<summary type="html">&lt;p&gt;2A02:8071:B6B8:4200:304A:E70D:6E5C:5191: /* Battalions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GHB 2.0 has just added sweet buffs to an already awesome army. Where do we start?&lt;br /&gt;
&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;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* The Lizardmen Citadel miniatures are the true [[End Times]] survivors; only 4 characters are out of printing: Oxyotl, Tenhenhauin, Skink Chief and Jungle Swarms, yet you can find Skink Chief and Jungle Swarm bits on flying cavalry/stegadon and Saurus Knights sprues respectively, and with some simple conversions you can make your own Oxyotl or Tenhenhauin.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Since they survived so well the End of Times, they have 27 different units available; most that any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness also survived really well).&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, with tons of leaders buffing all of them. Simply you have many options available to choose from.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&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 aggresive abilities, but the regular Slann got a massive buff on GHB 2017, more of this on Battle Traits and Battle Traits.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* The lowest bravery value of this army is 10. This guys will only run away if they are pounded to the ground.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* None, they are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.&lt;br /&gt;
* Well, you could say that having the &#039;&#039;&#039;DAEMON&#039;&#039;&#039; keyword could be troublesome, but the vast majority of anti-daemon abilities are for &#039;&#039;&#039;CHAOS DAEMONS&#039;&#039;&#039;, so the few and spare universal anti-daemon abilities are nothing to lose your sleep, specially considering that Seraphon are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Also, all of your heroes keep your units together; individually Seraphon units can pull of a fight but are not nearly as strong without a leader nearby, so expect them to be the prime target of your enemy. They are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.&lt;br /&gt;
* Only 1 unit in the entire army has a Rend characteristic greater than -1. (2 units, the salamander and the stegadon when at good wounds)&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Seraphon Battletome&#039;&#039; has all the Warscrolls and Battations.&lt;br /&gt;
*This should be supplemented with the Seraphon &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Allegiance Abilities additional Battations are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Replace all summoning rules with those in the General&#039;s handbook 2018.&lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Seraphon Warscrolls==&lt;br /&gt;
&lt;br /&gt;
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.&lt;br /&gt;
&lt;br /&gt;
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory and bound to be altered as the Battletome is released. Take everything with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common rules&#039;&#039;&#039;&lt;br /&gt;
Every saurus troop unit have the following common rules: Stardrake Icon (reduces bravey of nearby enemies), Wardrum (can move twice as long in the movement phase, but is unable to run or charge after), and every basic unit can have Stardrake Shields/Star-Bucklers (ignore rend unless is -2 or better).&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 &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance and chose to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities, it has the following rule:&lt;br /&gt;
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&#039;&#039;&#039;Masters of Order:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;SLANN WIZARDS&#039;&#039;&#039; in a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; army can attempt to unbind enemy spells that are cast &#039;&#039;anywhere&#039;&#039; on the battlefield, rather than only those cast by enemy WIZARDS within 30&amp;quot;. In addition, if the casting roll for a &#039;&#039;&#039;SLANN WIZARD&#039;&#039;&#039; in a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; army was 10+, and the spell was successfully cast, then you can add 6&amp;quot; to the range of the spell. This is the first half of the massive Slann buff that came in with GHB 2017. Three global dispells and added rolls from a Baleful Vortex and a Sage&#039;s Staff constellation, a few magic Skinks here and there, and only the heaviest-wizard Tzeentchian armies will outspell you. DAMN.&lt;br /&gt;
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&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per turn, in your hero phase, you can pick one of your &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; units anywhere on the battlefield to be transported through space and time. If you do so, roll a dice for the unit. If the dice roll is a: &lt;br /&gt;
1-2 - the unit cannot move or charge in this turn,&lt;br /&gt;
3-4 - the unit can be removed from the battle field and set up again anywhere more than 9&amp;quot; from any enemy unit (This counts as the unit&#039;s movement for the next movement phase),&lt;br /&gt;
5-6 - the unit can be removed from the battle field and set up again anywhere more than 9&amp;quot; from any enemy unit, plus you can move it again during its next movement phase. &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 is it.&lt;br /&gt;
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&#039;&#039;&#039;Celestial Summoning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New summoning method brought in from GHB 2018. You get a summon point at the end of each Hero Phase as long as you have a Slann as your general and he is still alive, and if you have at least one Astrolith Bearer on the field it becomes d3 points. Also, your Slann can cast one less spell in any turn to give you 3 more points. Similarly to Tzeentch and Khorne, you use these points to summon stuff at the end of any movement phase. Summoned stuff is set within 12&amp;quot; from any Slann or Astrolith Bearer and within 9&amp;quot; from enemies. You can get 9 points from a regular Slaan by not casting anything in your hero phase +1 for having it as your general, but you also get D3 more from an astrolith bearer but if you really want to summon a billion bastilodons you want Kroak with the Cogs (+1 spell) and Balewind Vortex (+1 Spell) for 6 spells a turn. SIX. SPELLS. A. TURN! This can net you 18 summon points a turn +1 for Kroak being your General +D3 if you have an Astrolith bearer for a maximum of 22 points a turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seraphon unit --- Cost &lt;br /&gt;
&lt;br /&gt;
1 Bastiladon --- 24&lt;br /&gt;
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1 Saurus Old-Blood on Carnosaur --- 24&lt;br /&gt;
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1 Saurus Scar-Veteran on Carnosaur --- 24&lt;br /&gt;
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1 Stegadon --- 24&lt;br /&gt;
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1 Engine of the Gods --- 18&lt;br /&gt;
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3 Kroxigor --- 18&lt;br /&gt;
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1 Saurus Astrolith Banner --- 18&lt;br /&gt;
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20 Saurus Warriors --- 18&lt;br /&gt;
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1 Skink Starseer --- 18&lt;br /&gt;
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1 Troglodon --- 18&lt;br /&gt;
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5 Chameleon Skinks --- 12&lt;br /&gt;
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3 Ripperdactyls --- 12&lt;br /&gt;
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1 Saurus Eternity Warden --- 12&lt;br /&gt;
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5 Saurus Guard --- 12&lt;br /&gt;
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5 Saurus Knights --- 12&lt;br /&gt;
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1 Saurus Oldblood --- 12&lt;br /&gt;
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1 Saurus Scar-Veteran on Cold One --- 12&lt;br /&gt;
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1 Saurus Sunblood --- 12&lt;br /&gt;
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10 Saurus Warriors --- 12&lt;br /&gt;
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1 Skink Priest --- 12&lt;br /&gt;
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1 Skink Starpriest --- 12&lt;br /&gt;
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3 Terradon Riders --- 12&lt;br /&gt;
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3 Skink Handlers --- 6&lt;br /&gt;
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10 Skinks --- 6&lt;br /&gt;
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1 Razordon --- 6&lt;br /&gt;
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1 Salamander --- 6&lt;br /&gt;
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===&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 &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; 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: &#039;&#039;&#039;SLANN&#039;&#039;&#039;, &#039;&#039;&#039;SAURUS&#039;&#039;&#039; or &#039;&#039;&#039;SKINK&#039;&#039;&#039;. (If you roll for picking one; use a 1D3 instead of the regular 1D6).&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;
This is the second part of the huge Slann buff from GHB 2017. All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding 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 can use the &#039;&#039;Curse of Fates&#039;&#039; and &#039;&#039;Summon Starlight&#039;&#039; spells from the Skink Starseer and Skink Starpriest warscrolls. This is quite awesome, honestly, given how unreliable the regular &#039;&#039;Light of the Heavens&#039;&#039; is. Casting both of them will let you summon a Mystic Shield or Arcane Bolt and all four of them are arguably way, way better than LotH.&lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once. Teleport, as previously mentioned, is awesome. Doing it twice is just twice as awesome.&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;
Sadly, Saurus generals didn&#039;t get that much love from GW this time around. They were slightly improved by the 2018 GHB though.&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 5+ you receive an extra command point.&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;
Fortunately, Skinks got more useful Command Traits than their beefier brothers. It&#039;s as if GW wants us to buy more Skinks than Saurus...&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a Skink Priest, they can use Celestial Rites twice. If not, they learn said ability. This is a good ability for a Cloaked Priest, but it has to be properly re-worded for a Priest with Priestling Trappings. While this means a second chance to make a Ritual in case the first one was screwed, does that mean that the Ritual can stack? Probably not, but still... Remember, your general has to be a &#039;&#039;&#039;SKINK&#039;&#039;&#039;, so this works with Trogs, Stegies and Basties. Have fun.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristic. Add +1 to its save if they are not on a mount. This way you wont be [[that guy]] who has a +2 saving Bastiladon. As long as GW don&#039;t FAQ the Starseer&#039; Palanquin as a mount, this is a useful trait for survival but not as good for buffing your army.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;, 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.&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;
===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039; Roll a d6 at the start of the battle round. On the turn that corresponds to the number you rolled, you can reroll your failed saves. If you roll a 6 you can choose which turn to use it. Not bad, but you have better options. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039;  Roll a dice the first time this model is slain. On a roll of 1 or 2, it is slain as normal. On a 3 or more it heals d6 wounds. &amp;lt;strike&amp;gt;If the model is not slain then you can move it up to 12&amp;quot;, so long as it&#039;s more than 3&amp;quot; away from an enemy unit. Yep. 3 FUCKING INCHES! As you can imagine, this is especially hilarious in the combat phase.&amp;lt;/strike&amp;gt; No more movement since GHB 2018, just healing. &amp;lt;strike&amp;gt; Stack Lord Kroak&#039;s rerolls on it for added fun! &amp;lt;/strike&amp;gt; Well no more re-rolls&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Adds -1 to the rend of a weapon your hero uses. Pretty good if used with a weapon that already has -1 rend and more than 1 point of damage, such as the Oldblood&#039;s Sunstone Spear or the Eternity Warden&#039;s mace. Otherwise, it&#039;s not worth it. &lt;br /&gt;
&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 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;
&lt;br /&gt;
*&#039;&#039;&#039;Coronal Shield&#039;&#039;&#039; At the start of the combat phase, roll a d6 for every enemy unit within 3&amp;quot;. On a 4 or higher, that unit gets a -1 to hit for the rest of the combat phase. If you&#039;re using a Carnosaur Hero as your general and you&#039;re facing hordes of low accuracy enemies, this is probably a better choice than the Retrices. Also note that it can be used in either combat phase. &lt;br /&gt;
&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 3-5 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;
&lt;br /&gt;
===Named Characters===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord Kroak:&#039;&#039;&#039; Kroak is still strong despite being nerfed due to errata. For starters, the big guy doesn&#039;t have an exact number of wounds. During the Battleshock phase, roll a die and add the amount of wounds he suffered in the turn. If it&#039;s higher than his Bravery, he is &amp;lt;strike&amp;gt;dead&amp;lt;/strike&amp;gt; unconscious for the rest of the game. Otherwise, he heals all wounds. This makes him essentially immune to anyone attempting to chip away at his wounds over several turns. In addition, if anything would flat out kill him, he instead takes d6 mortal wounds. He&#039;s one of only two wizards with two exclusive spells (and the other one is Nagash, so that should give an indication as to how strong Kroak is at casting). Celestial Deliverance allows him to inflict d3 (d6 on Chaos Daemons) mortal wounds on every enemy unit within 3d6&amp;quot; &amp;lt;strike&amp;gt;Even though their order battletome states it can be cast 3 times, errata states the rule of one supersedes this and can only be cast once&amp;lt;/strike&amp;gt; due to the core rules faq errata warscrolls and alligiance abilities takes precedence over core rules, while 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. And now characters cannot join units. You know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that&#039;s a kill. The enemy is a Vampires player with an annoying necromancer who&#039;ll summon a bunch of reinforcements? Comet&#039;s Call. Your enemy general has 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! &amp;lt;s&amp;gt;And, like any Slann, he can summon basically any unit in the army. FOUR TIMES!&amp;lt;/s&amp;gt;NO MORE SUMMON SPELLS One casting of Comet&#039;s Call, &amp;lt;s&amp;gt;then up to three summoned units to reinforce your army&amp;lt;/s&amp;gt;AGAIN and better defend you battle line, and Kroak is one scary bugger. And if you&#039;re thinking that a dead body would make a poor general, think again. His command ability let&#039;s Kroak see the freakin&#039; future, allowing you to alter fate with some sweet rerolls. This has you roll three dice, for every roll that is a four or higher you get to reroll ANY single dice. Rolled a one on a Deadly terrain feature and your Carnosaur died instantly? Reroll that. Failed to wound an enemy monster that had one wound left? Reroll that. Failed casting Comet&#039;s Call? Reroll that too! You can even reroll the initiative roll that decides who goes first in the next turn, so always keep one reroll spare just in case. &amp;lt;s&amp;gt;EDIT: Kroak is significantly less useful after the General&#039;s Handbook FAQ clarified his special rule on Celestial Deliverance still can&#039;t be cast multiple times, even though the rule seems to have built with this in mind.&amp;lt;/s&amp;gt; Not anymore! The FAQ has clarified you can cast Celestial Deliverance multiple times again! &lt;br /&gt;
&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 an Arcane Shield each turn. Very few things are likely to survive turn 1 with this beast on the table. 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= 4d6+1d3+1/1d3 Mortal Wounds! Ribbit Ribbit mothafuckas!&lt;br /&gt;
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===Slann===&lt;br /&gt;
*&#039;&#039;&#039;Slann Starmaster:&#039;&#039;&#039; Oh boy, did the [[Old Ones]] buffed 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 two powerful battle traits backed up with a choice of three strong command traits, expect to see this guys everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, gives every fellow Seraphon within 10&amp;quot; the ability to fly and reroll saves in the Shooting Phase, can move constellations allowing either rerolls 1 to hit, add 1 to every spell casting attemt or add 1&amp;quot; to run and charge; you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock tests on 2d6, keeping the highest if it&#039;s a Chaos Daemon or the lowest if it&#039;s a Celestial Daemon (read: a Seraphon/Lizardman/whatever); pretty unreliable, since it only affects battleshocks for &#039;&#039;&#039;DAEMON&#039;&#039;&#039;s; every single one of them has a natural 10 Bravery, so you will start to have bad battleshocks only with a heavly debuffed unit, and worst of all, Chaos Daemon troops regularly have standards to return more models on rolls of 1, which you can&#039;t never really guarantee even with this spell. &amp;lt;s&amp;gt;He can also summon any non-Slann unit in the Warscrolls,&amp;lt;/s&amp;gt; NEW EDITION COMING, SUMMONING SPELLS IS A BIG NO-NO NOW; GHB2018 WILL HAVE NEW SERAPHON SUMMON RULES and can cast through any Skink hero and Troglodons rather than only through Priests.&lt;br /&gt;
&lt;br /&gt;
===Saurus units===&lt;br /&gt;
*&#039;&#039;&#039;Scar-Veteran:&#039;&#039;&#039; (12 Summon points for a Cold One, 24 Summon points for a Carnosaur) Either on Cold One or a Carnosaur. If he takes a Cold One he can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+) while allowing rerolls on 1 to charge and to hit to every Saurus within 8&amp;quot; and giving an extra attack to Cold One Cavaliers in the same range. The Carnosaur is the big show.  The Carnosaur allows any Saurus unit within 15&amp;quot; to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks get +2 to hit if he targets a monster he already &amp;lt;strike&amp;gt;wounded&amp;lt;/strike&amp;gt; hit successfully with both his claw attacks in the same turn. In addition, if his bite attack kills an enemy model he can run and charge in the same turn for the remainder of the game and can make D3 models flee from an enemy unit within 8&amp;quot; in the Battleshock Phase &amp;lt;i&amp;gt;regardless of whether the test is passed or not&amp;lt;/i&amp;gt; (you just have to roll over their battleshock roll not counting bonuses)This is a decent ability against most, but send this guy against some kind of elite multi-wound units like brutes, ironguts, or storm fiends, and they will dove over the table trying to kill you after all three of their hyper elite carry units run).&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Sunblood:&#039;&#039;&#039; (12 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. 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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Oldblood:&#039;&#039;&#039; (12 Summon points on foot, 12 Summon points for a Carnosaur) Either on foot or on a Carnosaur. On foot he has a Stardrake Shield (ignores rends unless its -2 or better) and FOUR different weapon options (please refer to his warscroll); he also allows every Saurus within 5&amp;quot; to reroll 1s to wound and his command ability allows every unit within 10&amp;quot; to rearrange themselves. Aside the potent Carnosaur abilities, he loses his Stardrake Shield and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +2 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, +3 to hit and wound, -1 rend and D3 damage). His Command ability can be quite stupid: pick a weapon from ANY Seraphon Hero from your army at 20&amp;quot; or less from him (doesn&#039;t clarify if it can be its mount if it has one). Add 2 attacks to said weapon. Considering how almost EVERY melee Seraphon Hero has already TWO OR EVEN MORE ATTACKS and that THE WORST TO HIT OR TO WOUND ATTRIBUTE IS +4, you can make a Heroic Wreaking Ball with this. Scar-Veterans on any presentation are your best option to abuse this; on Carnosaur they can get 8 attacks with their Warblades or Spear, on Cold One they can get 5s attack plus 2 possible for his ability. They all move at 10&amp;quot;. Jus use your Oldblood on Carno, fill the Behemoths cap with Scar-Vet on Carnos and then fill the Leader cap with Scar-Vets on Cold Ones. Be ready to be [[That guy]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saurus Astrolith Bearer:&#039;&#039;&#039; (18 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon within 10&amp;quot; to reroll failed to hit and also gives +1 to casting spells and +8&amp;quot; to spell ranges which are all extremely desirably abilities (combine this with a unit of Temple Guard that hit on 3+, and laugh as your formerly I1 get revenge on those pesky elves, HOW DOES IT FEEL BEING HIT WITH REROLLABLE 3+ TO HITS, YOU PONCES!?,)&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Eternity Warden:&#039;&#039;&#039; (12 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. All nearby Guard units gain +1 Attack with their polearms. And yes, this stacks with the battalion to give them D3 damage. Ouch.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Warriors:&#039;&#039;&#039; (12 Summon points for a unit of 10, 18 for a unit of 20) Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they&#039;re 30+. Nice. Shit, take these guys if you can&#039;t afford temple guard otherwise these are nothing more than summoning fodder. That said, while they&#039;re weaker than Temple Guard undeniably, they are much easier to summon. You can summon twice the number of Warriors than you can Temple Guard, making them a much more desirably choice for reinforcements as they&#039;ll give you twice as many wounds.&lt;br /&gt;
**Alternative opinion: Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 10, 5+ Save that doesn&#039;t get affected by -1 Rend, two attacks each, and guaranteed &amp;quot;Run&amp;quot; move of 5&amp;quot;, they&#039;re rock solid. Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to do their work. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be dissapointed.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Guards:&#039;&#039;&#039; (12 Summon points for a unit of 5) Nice to guard any hero, giving the saurus guard +2 Bravery and +1 Save as long as they are within 8&amp;quot;. SG hit and wound on 3+ with their halberds, make two attacks apiece, and rend at -1, plus those bite attacks that are can make for one or two extra wounds, they hit very very hard. Unfortunately they can only be summoned in groups of five, so they make poor reinforcements. Note: These guys last long as shit against anything not designed for mowing down infantry thanks to the above rules. There is even a video in which a single temple guard lasts four rounds with a runeson on magmadroth, the first two rounds completely solo.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Knights:&#039;&#039;&#039; (12 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools.  If armed with spears, a 6 to wound inflicts a mortal wound along with the eventual regular wound.  Taking a Stardrake Icon makes nearby enemies that test Battleshock suffer -1 to the roll while taking a Wardrum lets them double their movement, but now can&#039;t run or charge.  On top of that, you can also take shields, enabling them to ignore any rending below -2.&lt;br /&gt;
&lt;br /&gt;
===Skink units===&lt;br /&gt;
*&#039;&#039;&#039;Skink Starseer:&#039;&#039;&#039; (18 Summon points) The new generic [[Tetto&#039;eko]]. Mostly useful as a utility-mage. Has an ability &amp;lt;s&amp;gt;where you can place down a dice with a secret number and your opponent has to guess it. It&#039;s basically a minigame of Liar&#039;s Dice, you get the number you pick as rerolls, but if your opponent guesses it, they get them instead&amp;lt;/s&amp;gt; at the start of each of your turns, roll a D6. On 2+ you gain a command point, on a 1, enemy gains a command point. Also has a cheap and dirty spell to grant you the ability to increase or decrease a dice by one. &amp;lt;s&amp;gt;This guys are quite dangerous on their own right: &#039;&#039;&#039;being able to change up to 12 rolls&#039;&#039;&#039; (in different manners) &#039;&#039;&#039;on each turn &#039;&#039;per Starseer&#039;&#039; can result in a disaster for your enemy&#039;&#039;&#039;. [[Just as planned|Out-Tzeentch Tzeentchian armies with this guys]]&amp;lt;/s&amp;gt; Thank you, GW, for nerfing this little guy to uselessness.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Starpriest:&#039;&#039;&#039; (12 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 that use their bites and roll a 6 to wound to double the damage, and his special spell, which can either reduce any hit rolls made on a fellow Seraphon unit by 1 or reduce the hit rolls of an enemy unit by 1 (And also dealing d3 damage to Daemons as well because fuck&#039;em).  If you take one, they won&#039;t &amp;lt;s&amp;gt;quite&amp;lt;/s&amp;gt; replace a Slann, &amp;lt;s&amp;gt;but they can certainly take the burden of sorcery off them.&amp;lt;/s&amp;gt; ... BUT they can definitely cast/dispel another Endless Spell per turn! And they also act as an extension to the Slann&#039;s range when casting spells.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Priest:&#039;&#039;&#039; (12 Summon points) Allows a unit within 8&amp;quot; the ability to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Trappings (allowing the aforemented ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6&amp;quot; Move with fly, plus a 3 shot missile weapon with decent rend). Really both can be very effective.&lt;br /&gt;
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*&#039;&#039;&#039;Skinks:&#039;&#039;&#039; (6 Summon points for a unit of 10) They get a +1 to hit in Shooting Phase if the unit has 20+ models that becomes a +2 if they&#039;re at 30+, and can retreat when charged. That last hit-and-run tactic should not be overlooked because in AoS even if you get charged, your enemy has to decide on it&#039;s alpda strike. Do they deal damage to your annoying Skink unit that can flee, or do they prioritize dealing with your high value targets. Great for mind games. One of the underrated rockstars.&lt;br /&gt;
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*&#039;&#039;&#039;Chameleon Skinks:&#039;&#039;&#039; (12 Summon points for a unit of 5) As said before with Oxyotl, they can teleport around instead of moving. Also, scenery gives them a 3+ save (doesn&#039;t stack with the normal terrain bonus), and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;Terradon Riders:&#039;&#039;&#039; (12 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make every scored hit into d6 wounds, they can reroll hit and wound in close combat (but by doing so they&#039;re considered not flying until next turn) and the champion can get a sword that rerolls failed hits against flying units.&lt;br /&gt;
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*&#039;&#039;&#039;Ripperdactyl Riders:&#039;&#039;&#039; (12 Summon points for a unit of 3) The other one. They have the same gliding ability as Terradons, but lose the rocks and the bolas. In exchange, their beak attacks [[Dreadnought#Chapter Specific Dreads|keep rolling to hit until they fail]]. Also the Blot Toad is still here and it&#039;s scary. Instead of making one attack with those beaks against a toad-infested unit, they make three. And each hit grants another attack. Six of these guys make for 18 attacks with theoretically infinite more on the way. Nasty.&lt;br /&gt;
**Does anyone know how the toad works if the unit is summoned since you are supposed to place them in the first hero phase for every unit of these guys you have. If you summon them later do you place it then? --no, need the, first on the table.&lt;br /&gt;
**NERFED: errata now hit them hard, as each successful hit roll now grants d3 successful hits, instead of the old rule.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Handlers:&#039;&#039;&#039; (6 Summon points for a unit of 3) Weak as heck lil&#039; guys with goads that automatically wound on a to hit roll of 6. However, they synergize well with some of the monsters, which will be discussed below.&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;Salamanders:&#039;&#039;&#039; (6 Summon points) Fucking hell, these guys are deadly. They only make a single shooting attack now rather than using a template, but that shot hits and wounds on 3+ and does D6 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit unit rolls a die at the end of the shooting phase, on a 4+ they take d3 ADDITIONAL MORTAL WOUNDS. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. When within 3&amp;quot; of a Skink handler, their fire breath goes from 8&amp;quot; to 12&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Razordons:&#039;&#039;&#039; (6 Summon points) Another ranged unit, Razordons make 2d6 attacks at 12&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, on a roll of 4+ they can OVERWATCH CHARGING UNITS. If a Skink handler is within 3&amp;quot;, they reroll 1s to hit, which means they only miss on 2s. Nice. Might make a nice wall to march in front of your other units.&lt;br /&gt;
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*&#039;&#039;&#039;Kroxigor:&#039;&#039;&#039; (18 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can take a moonhammer, instead gaining attacks equal to all enemies within its 2&amp;quot; range. If their bite successfully wounds an enemy they have a chance to latch on. You roll off with your opponent. If they win, nothing happens but if you win you cause mortal wounds equal to the difference in the roll (meaning your opponent technically wins ties). &amp;lt;s&amp;gt;It appears that these mortal wounds only apply to the model wounded by the jaws, however, meaning they won&#039;t spill over onto the unit&amp;lt;/s&amp;gt; rule states &#039;target&#039;, and as is normal in AoS, attacks target units, not models. No one is going to argue that the Mortal wounds don&#039;t spill over when normal wounds do. If any Skink unit is within 3&amp;quot; of the Krox, they can reroll failed to wound results of 1.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Engine of the Gods:&#039;&#039;&#039; (18 Summon points) Replaces everything we said about the Priest from above with a dinosaur and a table: you roll a number of d6 that depends on how many wounds he still has (3 usually, 2 if he suffered 5+ wounds, 1 if he has only one wound: a Slann within 10&amp;quot; allows you to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon &#039;&#039;any unit from the Seraphon Warscrolls, Slann included&#039;&#039;, and even stop time which forces the opponent to skip a turn (though you must scream ZA WARUDO at the top of your lungs if you ever roll this effect. Not an in-game rule, but still.) It&#039;s totally random, but almost all of its effects are deadly as fuck. It&#039;s a bunch of skinks on a GIANT DINOSAUR! Why aren&#039;t you playing it? EDIT: Rolling an 18 on the table has been updated and no longer grants a second turn, instead it gives all of your units double movement and attacks. Still good, but not quite as cool.&lt;br /&gt;
** NEW EDITION UPDATE: New FAQ updated the result when you roll a 14-17. Now you&#039;re forced to choose between 10 Saurus Warriors, 20 Skinks, 3 Terradons or 3 Ripperdactyls.&lt;br /&gt;
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*&#039;&#039;&#039;Stegadon:&#039;&#039;&#039; (24 Summon points) A monster that buffs skinks and isn&#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. What makes it stand 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 they make a single attack for every enemy within range. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that&#039;s a lot of attacks. And really, what&#039;s more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing.&lt;br /&gt;
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*&#039;&#039;&#039;Bastiladon:&#039;&#039;&#039; (24 Summon points) A crazy tanky monster that ignores rend and can even ignore wounds. It has a GIANT CRYSTAL POWERED LASER on its back and can send out snakes in an AoE for point defense. However, this is a ranged beast. 20&amp;quot; range, 2d6 attacks with -1 rend that do 2 damage? Yes please! Oh and by the by, the Bastiladon is a true monster of a tank. Seriously, have a wizard hit it with an Arcane Shield to give it a 2+ armour save that cannot be reduced by any rend, then have a skink priest give it rerolls to all failed armour saves. A rerollable 2+ armour save that cannot be reduced by ANYTHING. And they are one of the few monsters that don&#039;t have a damage table, so none of its attributes get worst the more damage they get. Fuck.&lt;br /&gt;
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*&#039;&#039;&#039;Troglodon:&#039;&#039;&#039; (18 Summon points) No longer the loser it was in WFB. Has the ability to use both range and melee decently. Its skink oracle rider can even unbind magic! Can be hilariously fast, since its ranged attack gives it a +3 to charge distance if it charges a unit it wounded. It gets a bunch of decent attacks in melee and causes enemies within 8&amp;quot; to subtract 1 from their bravery.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
===From Battletome Seraphon===&lt;br /&gt;
*&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (550pt. min.) A Sunblood grabs 3 packs of Saurus Warriors.  They all get an extra attack on their bite and their weapons gain -1 rending and 2 damage against daemons.  Meh.  Least it&#039;s easy to build.&lt;br /&gt;
**Alternate opinion, while this Battalion is mediocre, not only will you almost certain already have the units for it, extra attacks are always useful, but the most important bit is it&#039;s the base for much better Fangs of Sotek Battalion, so build it so it&#039;s always on hand! &lt;br /&gt;
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*&#039;&#039;&#039;Eternity Starhost:&#039;&#039;&#039; (570pt. min.) An Eternity Warden grabs 3 packs of Saurus Guard.  All Guard gain +1 to their save when near the Warden and if they don&#039;t move, their polearms get d3 damage. This is the ultimate anti-fun cheese, since the Guards already have +4 saves, when they get close enough to the Warden they increase it to +3, and then, the battalion increases it again to +2. Put them under cover and they&#039;ll have a fucking +1 save. Now use Mystic Shield so they can only be damaged by Mortal Wounds. Now you are officially [[That Guy]]. Make them defend objectives for maximum [[RAGE]].&lt;br /&gt;
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*&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (510pt. min.) A Scar-Vet on a Carnosaur or Cold One leads 3 packs of Knights.  Any Knights near the Hero add +3 to their charges and if they roll a 6 to wound with their Celestite weapons following that charge, it becomes Mortal, which also stacks onto the rules for spears.  This can be scary.&lt;br /&gt;
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*&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039; (500pt. min.)A Skink Starpriest or a Skink Priest takes two units of the following list: Skinks, Chameleon Skinks; as well as one unit of either Terradon Riders or Ripperdactyl Riders. You get three abilities: &#039;&#039;&#039;Stealthy Advance&#039;&#039;&#039;: You roll 2D6 for every unit in this battalion after setup and move it up to at most these inches. &#039;&#039;&#039;The Trap is Sprung&#039;&#039;&#039;: Your Priest picks an visible enemy unit and marks it in your hero phase. All units in this battalion reroll hit and wound rolls of 1 against that unit until your next hero phase. &#039;&#039;&#039;Strike from the Skies&#039;&#039;&#039;: Instead of setting up your Terradon or Ripperdactyl Riders, you can hold them in reserve and set them up in any of your movement phases at least 3&amp;quot; away from any enemy. The unit will add 1 to their wound rolls in the following combat phase. It might be a good idea to pick Ripperdactyl Riders instead of Terradon Riders for their superior melee stats and their Toad Rage ability. On the other hand, Terradon Riders give you a one use 4+ D3 mortal wounds per model attack.&lt;br /&gt;
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*&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039; (910pt. min.) this one&#039;s got a lot of variety for a formation.  First, grab a Troglodon or Engine of the Gods.  Then take two of any combo of either Stegadons or Bastilodons.  And to top it off, grab either Kroxigor or a Salamander/Razordon with Handlers.  The biggest Unit (Troglodon/EotG) and anyone nearby can either gain re-rolls to hit/charge or re-rolls to wound/save.  To make this even more insane, everyone here heals a wound in the Hero phase, upping to d3 wounds when next to a Slann.&lt;br /&gt;
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===From Grand Alliance Order===&lt;br /&gt;
*&#039;&#039;&#039;Bloodclaw Starhost:&#039;&#039;&#039; (920pt. min.) Consiting of 1 Saurus oldblood (on/off carnosaur) 3 other heroes (except astrology bearers) and 3-9 units of warriors, guard or knights. They all get an extra attack with their jaws and shields and all the heroes an use their command abilities whilst with 20” of the oldblood&lt;br /&gt;
** The second half of this battalion is now useless, as all heroes can use command abilities in AOS 2.0. An extra attack on jaws and shields isn&#039;t worth the 150pts cost. &lt;br /&gt;
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*&#039;&#039;&#039;Heavenswatch Starhost:&#039;&#039;&#039; (740pt. min.) Consisting of a starseer, two skink priests and/or troglodons and three to six other skink key word units (including fun things like Stegadons, Engine of the Gods and Bastiladons) this battalion offers some nice benefits. As long as the starseer is alive he may designate a unit visible to him and every unit of this starhost get&#039;s to reroll to hit and to wound rolls of one. To make this host even more awesome your big beasties heal one wound per turn. Considering that many attacks of units in this battalion will hit and/or wound on a 3 or better this means that whatever your starseer points at will most likely die in a barrage of laser beams, fire throwers or salamander fire. Need I mention that the new Slann warlord trait lets you teleport a pack of Salamanders with Handlers into range on turn one? Or the double team of fire stegadons that can share their Alphas bonus move to pull of devastating first turn charges - with reroll able to wound rolls on their stomp attacks? Or those 40 Skink blobs, that up their damage potential by a metric ton? Whatever you do, make sure your Starseer doesn&#039;t get sniped - thankfully he only needs to be able to draw LOS with this ability and can stay somewhere safe, preferably out of sight of anything else. Overall this can be considered one of the better battalions, because you&#039;re likely to want a starseer anyways for those sweet rerolls, and only the two priests/troglodons can be considered a tax - if at all that.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
===From Battletome Seraphon===&lt;br /&gt;
*&#039;&#039;&#039;Starbeast Constellation:&#039;&#039;&#039; (3570pt. min.) An Oldblood (On foot or Carnosaur) and a Starseer add in every other Starhost, making a massive Strike Force Ultra.  Aside from every other bonus here, &amp;lt;s&amp;gt;the Oldblood also gets the ability to use his Command Ability at all times while also enabling anyone within 20&amp;quot; to use theirs as well.&amp;lt;/s&amp;gt; New edition rules change introduce command points to use command abilities, so the Battalion&#039;s ability now gives you D3+1 command points each turn instead of just 1.&lt;br /&gt;
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===From General&#039;s Handbook 2017===&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek:&#039;&#039;&#039; (1190pt. min.) Consists of an Oldblood on Carnosaur (lets face it, you already have a load from the Start Collecting sets) a Slaan Starmaster, and a Sunclaw Starhost, this gives every unit but the Slaan +3 move on the first turn, &amp;lt;s&amp;gt;allows the Oldbood to use his command ability if he is not the general, an extra command ability if he is&amp;lt;/s&amp;gt; gives you an extra command point at the beginning of the game, AND adds 1 to the roll when you use Bloodroar. You can also take up to FOUR other Battalions (choose from Sunclaw, Firelance, Eternal and Thunderquake Starhosts) with this (as well as any other Seraphon unit) and, if you do take the maximun number of extra Battalions, your army gains the Strategic Mastery ability from the Starbeast Constellation, which means &amp;lt;s&amp;gt;any Hero units within 20 inches of the Oldblood can use their command abilities even if they are not the general, scary....&amp;lt;/s&amp;gt;D3 more command points each turn.&lt;br /&gt;
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*&#039;&#039;&#039;Dracothion&#039;s Tail:&#039;&#039;&#039; (830pt. min.) A Slann alongside a Firelance Starhost and up to 4 other Battalions chosen between Sunclaw, Firelance, Eternal and Thunderquake Starhosts plus whatever you want, having 4 Battalions gives you D3+1 command points each turn. Everything in the Battalion can go in the reserves and deepstrike within 18&amp;quot; from the Slann. You can deepstrike more than one unit per turn, but not two units of the same kind. Deep strike that Dread Saurian. You know you want to.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
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(&#039;&#039;Note: the point here is to share ideas to build an army on shape, but you should think about playing what you like the most (as always, fun is first, as long as you don&#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;)&lt;br /&gt;
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===Buying tips===&lt;br /&gt;
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Arguably the best way to start your army, is get two Start Collecting! boxes.&lt;br /&gt;
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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;
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From there, you can take many different choices, thanks to how wide is the Seraphon range.&lt;br /&gt;
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You could simply buy more Star Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latests editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.&lt;br /&gt;
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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.&lt;br /&gt;
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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;
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So, yeah, you have quite 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;
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===Matched points===&lt;br /&gt;
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Fortunately, Seraphon have a wide array of units, and everyone is viable.&lt;br /&gt;
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From a single Start Collecting! you get:&lt;br /&gt;
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* 100 points from 10 Saurus Warriors.&lt;br /&gt;
* 90 points from 5 Saurus Knights. **points updated!**&lt;br /&gt;
* 160 points from a Troglodon OR 240 from a Saurus Scar-Veteran on Carnosaur OR 260 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;
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Not counting the possible extra models you can use: 100 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 100 from using the free Saurus Oldblood on foot if you buildt a Troglodon and 100 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold Ones bits if you are allowed.&lt;br /&gt;
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NOTE AND UPDATE: with general&#039;s handbook 2017, every Seraphon unit received an huge discount (Balanced by the fact that their awesome warscroll battalion now cost a lot more). This mean you now can field both a Trog and and Oldblood on Carnosaurus using units in two Start Collecting boxes. Exactly, both. Have fun supporting and attacking with Oldblood and Troglodon while receiving the screening from Warriors and Knights, have fun! A lot!!&lt;br /&gt;
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===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 200 points; 2 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;
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Two Start Collecting! kits gives you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.&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;
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This uses exactly 1000 points. &lt;br /&gt;
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This is a heavy focused melee list.&lt;br /&gt;
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Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a stead approach, and the Scar-Vet is generally more offensive.&lt;br /&gt;
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Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 20 on the same unit, but this will last just one turn or even less. Bring them along your Saurus Oldblood on foot if you are using him as your general.&lt;br /&gt;
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Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 7&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
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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 succesfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taked so much damage, it can be able to deal 15 wounds on melee), it has its own roar that substracts 1 from enemy Bravery and, most importantly, can unbind one spell just like if it was a wizard (something this list lacks).&lt;br /&gt;
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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. &lt;br /&gt;
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It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
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===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;
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Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
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* 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;
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This alone costs 1340 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points.&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 costs 1980 points, or 2000 if you play a Sunblood instead the Oldblood on foot. &lt;br /&gt;
&lt;br /&gt;
Other option is use a Skink Priest or Starpriest instead the Oldblood on foot: you will have one spare Priest from building a Stegadon anyway, and with some convertion you could use your spare Oracle as one of those two. You can get a Starpriest if you wish, its a nice little sculpt.&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 prefered 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;
===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;
==Allied Armies==&lt;br /&gt;
Stormcast Eternals, that&#039;s all these guys get&lt;br /&gt;
&lt;br /&gt;
==Legacy / Unsupported==&lt;br /&gt;
*&#039;&#039;&#039;[[Kroq-Gar]]/Saurus Oldblood on Carnosaur:&#039;&#039;&#039; Remember how Kroq&#039;s gauntlet was a bound spell and could just be dispelled easily, it wasn&#039;t really that effective and just ate up power dice that could be used elsewhere. Well now instead of a magic spell, his gauntlet is a missile weapon, so now it&#039;s as dispellable as an arrow to the face, which is to say not at all. Now he makes D6 shots that hit on 3+ and wound on 4+, a nice little addition that lets him soften up enemy targets before he charges. He wounds on 2+ against Chaos Daemons, however, making his gauntlet actually pretty dangerous against a Greater Daemon or Daemon Prince. In addition, it rends at -1! However what you really want Kroq-Gar for is Grymloq. See that enemy monster over there? Well, if Grymloq hits with both of his Clawed Forelimbs attacks (3+ to hit at full wounds and he doesn&#039;t need to wound,) then Grymloq pins the monster to the ground and his Massive Jaws attacks hit on 2+ rather than the normal 4+. Oh, and those Massive Jaws have five attacks, rend and cause 3 damage each rather than the D3 that regular Carnosaurs cause. That&#039;s a maximum of 15 wounds from the bites alone, and it&#039;s easily feasible to have all of the bite attacks hit with a pin. To make him more deadly against those big-wounds monsters, literally every attack except for those shooting attacks can have more than 1 damage and all but the Clawed Forelimbs rend. Kroq&#039;s spear does D3 damage, the Forelimbs do 2 damage, and all attacks but the Forelimbs rend at -1. Bang. In addition once they cause a wound, Grymloq enters Blood Frenzy which lets him run and charge, helping you hunt down those monsters even easier, chase down puny enemy heroes, or even just smash into enemy lines to give support. Unfortunately against normal enemies, Grymloq has a harder time hitting with his Massive Jaws compared to the regular Carnosaur, hitting on 4+ rather than the normal 3+, though he still retains the superior damage stat so it&#039;s all cool. In addition, he comes with the Bloodroar ability. If your opponent passes their Battleshock test withing 8&amp;quot; of Kroq-Gar, you roll your own dice. If you roll higher than what they rolled, that unit immediately fails the Battleshock test by D3. This is an okay rule normally, but against enemies like Morghast or Ogres, it can be devastating to watch up to three multi-wound juggernauts just runa way because you managed to kill just one of them. And for bonus points, this works even if your opponent cannot possibly pass their Battleshock test. You kill one of their guys and they have a bravery of 10? Doesn&#039;t matter, they still have to take the test and that means that you can hit them with a Bloodroar. Ouch. Unfortunately his Command Ability is rather limited, as it only gives two extra attacks to a second Saurus hero within 20&amp;quot;, which is not as effective as it may seem as heroes often lead from the back in AoS now. Make somebody else your general, Kroq-Gar works better as a flank attacker and monster hunter anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chakax]]/Saurus Eternity Warden:&#039;&#039;&#039; Chakax is now an absolutely fantastic support character. For starters, he grants nearby Temple Guard an extra attack, which can really make a difference seeing as how Temple Guard are now something of a glass cannon, so buffing their offense is a great help. But what you really want him for is his Selfless Protector rule, if he&#039;s within 2&amp;quot; of a Slann when they take an unsaved wound, Chakax can intervene and take the wound himself, suffering a mortal wound while his master remains safe. Chakax has seven wounds, which allows him to take seven bullets before dying. But the really effective thing about this is that Chakax, like any other non-Slann, can be summoned by a Slann. So if your Slann&#039;s meat-shield is killed, you can just summon him back at full wounds with no trouble. Easy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gor-Rok]]/Saurus Sunblood:&#039;&#039;&#039; Gor-Rok is basically the only on-foot Saurus Hero worth taking. 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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15&amp;quot; of Gor-Rok. Gor-Rok then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tehenhauin]]:&#039;&#039;&#039; His snakes make 6s to hit an automatic mortal wound. His command ability allows every Skink within 18&amp;quot; to reroll any 1 to hit in the cmbat phase, but this is rather useless as Skinks are still pretty squishy and, with a few exceptions, should not even be in close combat in the first place. They even have a special ability that lets them bamf out of combat faster than Tretch Craventail instead of attacking, making this Commabnd Ability useless. He also has the Priestly Rites ability from regular Skink Priests, but this too is not as effective as it looks as the regular Skink Priest&#039;s Priestly Rites can effect all units within 8&amp;quot; rather than one, making it stronger than Tehenhauin&#039;s. These priestly rites are something that Tetto&#039;Eko amusingly lacks. However, unlike Tetto, the Prophet of Sotek is no longer a wizard, exchanging magic for them Priestly Rites, so I guess it all works out in the end. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tetto&#039;Eko]]/Skink Starseer:&#039;&#039;&#039; His unique spell allows him to give either +1 or -1 to single dice roll made by a nearby unit in each phase, nothing to sneeze at if carefully use. His other, more important ability has both players choose a number between 1 and 6: if the players chose different numbers you get a number of rerolls equal to the number you chose, but if you and your opponent chose the same number he gets the rerolls. This makes for a rather fun mini-game with your opponent, essentially &amp;quot;guess the number I&#039;m thinking,&amp;quot; but it is also a very powerful ability as those rerolls can make or break a whole turn, especially if combines with the rerolls from Kroak. Shame he can&#039;t spam meteors anymore though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oxyot]]l:&#039;&#039;&#039; If he does nothing in the movement phase (afters 1st turn AND he was already on the board), he wounds on a 2+ in the subsequent shooting phase. But the real deal is that now Chameleon Skinks, instead of moving regularly, can just vanish during the Hero Phase and reappear anywhere you want during Movement Phase. This is on top of the ability the chameleons have to get a 3+ save as long as they occupy terrain instead of the normal terrain benefits (so no 2+ save). Basically your Chameleons can teleport in and out of the battle and appear literally anywhere they want. Nice.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-lizardmen-en.pdf Their Warscroll Compendium]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lordkroak-en.pdf Lord Kroak]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-slannstarmaster-en.pdf Slann Starmaster]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusoldblood-en.pdf Saurus Oldblood (On Foot)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-oldbloodcarnosaur-en.pdf Saurus Oldblood (On Carnosaur)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancarnosaur-en.pdf Scar Veteran (On Carnosaur)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancoldone-en.pdf Scar Veteran (On Cold One)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurussunblood-en.pdf Saurus Sunblood]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-astrolithbearer-en.pdf Astrolith Bearer]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-eternitywarden-en.pdf Eternity Warden]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sauruswarriors-en.pdf Saurus Warriors]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusguard-en.pdf Saurus Guard]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusknights-en.pdf Saurus Knights]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarseer-en.pdf Skink Starseer]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarpriest-en.pdf Skink Starpriest]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkpriest-en.pdf Skink Priest]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinks-en.pdf Skinks]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chameleonskinks-en.pdf Chameleon Skinks]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-terradonriders-en.pdf Terradon Riders]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ripperdactylriders-en.pdf Ripperdactyl Riders]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-salamander-en.pdf Salamander]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razordon-en.pdf Razordon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-kroxigor-en.pdf Kroxigor]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-engineofthegods-en.pdf Engine]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stegadon-en.pdf Stegadon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bastiladon-en.pdf Bastiladon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-troglodon-en.pdf Troglodon]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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]] [[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2A02:8071:B6B8:4200:304A:E70D:6E5C:5191</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=35894</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=35894"/>
		<updated>2018-12-03T23:58:43Z</updated>

		<summary type="html">&lt;p&gt;2A02:8071:B6B8:4200:304A:E70D:6E5C:5191: /* From Battletome Seraphon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GHB 2.0 has just added sweet buffs to an already awesome army. Where do we start?&lt;br /&gt;
&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;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* The Lizardmen Citadel miniatures are the true [[End Times]] survivors; only 4 characters are out of printing: Oxyotl, Tenhenhauin, Skink Chief and Jungle Swarms, yet you can find Skink Chief and Jungle Swarm bits on flying cavalry/stegadon and Saurus Knights sprues respectively, and with some simple conversions you can make your own Oxyotl or Tenhenhauin.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Since they survived so well the End of Times, they have 27 different units available; most that any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness also survived really well).&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, with tons of leaders buffing all of them. Simply you have many options available to choose from.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&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 aggresive abilities, but the regular Slann got a massive buff on GHB 2017, more of this on Battle Traits and Battle Traits.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* The lowest bravery value of this army is 10. This guys will only run away if they are pounded to the ground.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* None, they are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.&lt;br /&gt;
* Well, you could say that having the &#039;&#039;&#039;DAEMON&#039;&#039;&#039; keyword could be troublesome, but the vast majority of anti-daemon abilities are for &#039;&#039;&#039;CHAOS DAEMONS&#039;&#039;&#039;, so the few and spare universal anti-daemon abilities are nothing to lose your sleep, specially considering that Seraphon are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Also, all of your heroes keep your units together; individually Seraphon units can pull of a fight but are not nearly as strong without a leader nearby, so expect them to be the prime target of your enemy. They are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.&lt;br /&gt;
* Only 1 unit in the entire army has a Rend characteristic greater than -1. (2 units, the salamander and the stegadon when at good wounds)&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Seraphon Battletome&#039;&#039; has all the Warscrolls and Battations.&lt;br /&gt;
*This should be supplemented with the Seraphon &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Allegiance Abilities additional Battations are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Replace all summoning rules with those in the General&#039;s handbook 2018.&lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Seraphon Warscrolls==&lt;br /&gt;
&lt;br /&gt;
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.&lt;br /&gt;
&lt;br /&gt;
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory and bound to be altered as the Battletome is released. Take everything with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common rules&#039;&#039;&#039;&lt;br /&gt;
Every saurus troop unit have the following common rules: Stardrake Icon (reduces bravey of nearby enemies), Wardrum (can move twice as long in the movement phase, but is unable to run or charge after), and every basic unit can have Stardrake Shields/Star-Bucklers (ignore rend unless is -2 or better).&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 &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance and chose to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masters of Order:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SLANN WIZARDS&#039;&#039;&#039; in a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; army can attempt to unbind enemy spells that are cast &#039;&#039;anywhere&#039;&#039; on the battlefield, rather than only those cast by enemy WIZARDS within 30&amp;quot;. In addition, if the casting roll for a &#039;&#039;&#039;SLANN WIZARD&#039;&#039;&#039; in a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; army was 10+, and the spell was successfully cast, then you can add 6&amp;quot; to the range of the spell. This is the first half of the massive Slann buff that came in with GHB 2017. Three global dispells and added rolls from a Baleful Vortex and a Sage&#039;s Staff constellation, a few magic Skinks here and there, and only the heaviest-wizard Tzeentchian armies will outspell you. DAMN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per turn, in your hero phase, you can pick one of your &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; units anywhere on the battlefield to be transported through space and time. If you do so, roll a dice for the unit. If the dice roll is a: &lt;br /&gt;
1-2 - the unit cannot move or charge in this turn,&lt;br /&gt;
3-4 - the unit can be removed from the battle field and set up again anywhere more than 9&amp;quot; from any enemy unit (This counts as the unit&#039;s movement for the next movement phase),&lt;br /&gt;
5-6 - the unit can be removed from the battle field and set up again anywhere more than 9&amp;quot; from any enemy unit, plus you can move it again during its next movement phase. &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 is it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Summoning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New summoning method brought in from GHB 2018. You get a summon point at the end of each Hero Phase as long as you have a Slann as your general and he is still alive, and if you have at least one Astrolith Bearer on the field it becomes d3 points. Also, your Slann can cast one less spell in any turn to give you 3 more points. Similarly to Tzeentch and Khorne, you use these points to summon stuff at the end of any movement phase. Summoned stuff is set within 12&amp;quot; from any Slann or Astrolith Bearer and within 9&amp;quot; from enemies. You can get 9 points from a regular Slaan by not casting anything in your hero phase +1 for having it as your general, but you also get D3 more from an astrolith bearer but if you really want to summon a billion bastilodons you want Kroak with the Cogs (+1 spell) and Balewind Vortex (+1 Spell) for 6 spells a turn. SIX. SPELLS. A. TURN! This can net you 18 summon points a turn +1 for Kroak being your General +D3 if you have an Astrolith bearer for a maximum of 22 points a turn. &lt;br /&gt;
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&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
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Seraphon unit --- Cost &lt;br /&gt;
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1 Bastiladon --- 24&lt;br /&gt;
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1 Saurus Old-Blood on Carnosaur --- 24&lt;br /&gt;
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1 Saurus Scar-Veteran on Carnosaur --- 24&lt;br /&gt;
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1 Stegadon --- 24&lt;br /&gt;
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1 Engine of the Gods --- 18&lt;br /&gt;
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3 Kroxigor --- 18&lt;br /&gt;
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1 Saurus Astrolith Banner --- 18&lt;br /&gt;
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20 Saurus Warriors --- 18&lt;br /&gt;
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1 Skink Starseer --- 18&lt;br /&gt;
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1 Troglodon --- 18&lt;br /&gt;
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5 Chameleon Skinks --- 12&lt;br /&gt;
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3 Ripperdactyls --- 12&lt;br /&gt;
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1 Saurus Eternity Warden --- 12&lt;br /&gt;
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5 Saurus Guard --- 12&lt;br /&gt;
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5 Saurus Knights --- 12&lt;br /&gt;
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1 Saurus Oldblood --- 12&lt;br /&gt;
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1 Saurus Scar-Veteran on Cold One --- 12&lt;br /&gt;
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1 Saurus Sunblood --- 12&lt;br /&gt;
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10 Saurus Warriors --- 12&lt;br /&gt;
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1 Skink Priest --- 12&lt;br /&gt;
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1 Skink Starpriest --- 12&lt;br /&gt;
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3 Terradon Riders --- 12&lt;br /&gt;
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3 Skink Handlers --- 6&lt;br /&gt;
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10 Skinks --- 6&lt;br /&gt;
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1 Razordon --- 6&lt;br /&gt;
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1 Salamander --- 6&lt;br /&gt;
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===&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 &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; 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: &#039;&#039;&#039;SLANN&#039;&#039;&#039;, &#039;&#039;&#039;SAURUS&#039;&#039;&#039; or &#039;&#039;&#039;SKINK&#039;&#039;&#039;. (If you roll for picking one; use a 1D3 instead of the regular 1D6).&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;
This is the second part of the huge Slann buff from GHB 2017. All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding 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 can use the &#039;&#039;Curse of Fates&#039;&#039; and &#039;&#039;Summon Starlight&#039;&#039; spells from the Skink Starseer and Skink Starpriest warscrolls. This is quite awesome, honestly, given how unreliable the regular &#039;&#039;Light of the Heavens&#039;&#039; is. Casting both of them will let you summon a Mystic Shield or Arcane Bolt and all four of them are arguably way, way better than LotH.&lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once. Teleport, as previously mentioned, is awesome. Doing it twice is just twice as awesome.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Saurus Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Sadly, Saurus generals didn&#039;t get that much love from GW this time around. They were slightly improved by the 2018 GHB though.&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 5+ you receive an extra command point.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Skink Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Fortunately, Skinks got more useful Command Traits than their beefier brothers. It&#039;s as if GW wants us to buy more Skinks than Saurus...&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a Skink Priest, they can use Celestial Rites twice. If not, they learn said ability. This is a good ability for a Cloaked Priest, but it has to be properly re-worded for a Priest with Priestling Trappings. While this means a second chance to make a Ritual in case the first one was screwed, does that mean that the Ritual can stack? Probably not, but still... Remember, your general has to be a &#039;&#039;&#039;SKINK&#039;&#039;&#039;, so this works with Trogs, Stegies and Basties. Have fun.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristic. Add +1 to its save if they are not on a mount. This way you wont be [[that guy]] who has a +2 saving Bastiladon. As long as GW don&#039;t FAQ the Starseer&#039; Palanquin as a mount, this is a useful trait for survival but not as good for buffing your army.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;, 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.&lt;br /&gt;
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===&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;
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===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts&amp;lt;/span&amp;gt;===&lt;br /&gt;
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*&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039; Roll a d6 at the start of the battle round. On the turn that corresponds to the number you rolled, you can reroll your failed saves. If you roll a 6 you can choose which turn to use it. Not bad, but you have better options. &lt;br /&gt;
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*&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039;  Roll a dice the first time this model is slain. On a roll of 1 or 2, it is slain as normal. On a 3 or more it heals d6 wounds. &amp;lt;strike&amp;gt;If the model is not slain then you can move it up to 12&amp;quot;, so long as it&#039;s more than 3&amp;quot; away from an enemy unit. Yep. 3 FUCKING INCHES! As you can imagine, this is especially hilarious in the combat phase.&amp;lt;/strike&amp;gt; No more movement since GHB 2018, just healing. &amp;lt;strike&amp;gt; Stack Lord Kroak&#039;s rerolls on it for added fun! &amp;lt;/strike&amp;gt; Well no more re-rolls&lt;br /&gt;
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*&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Adds -1 to the rend of a weapon your hero uses. Pretty good if used with a weapon that already has -1 rend and more than 1 point of damage, such as the Oldblood&#039;s Sunstone Spear or the Eternity Warden&#039;s mace. Otherwise, it&#039;s not worth it. &lt;br /&gt;
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*&#039;&#039;&#039;Light of Dracothion&#039;&#039;&#039; Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster 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;
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*&#039;&#039;&#039;Coronal Shield&#039;&#039;&#039; At the start of the combat phase, roll a d6 for every enemy unit within 3&amp;quot;. On a 4 or higher, that unit gets a -1 to hit for the rest of the combat phase. If you&#039;re using a Carnosaur Hero as your general and you&#039;re facing hordes of low accuracy enemies, this is probably a better choice than the Retrices. Also note that it can be used in either combat phase. &lt;br /&gt;
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*&#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 3-5 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;
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===Named Characters===&lt;br /&gt;
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*&#039;&#039;&#039;Lord Kroak:&#039;&#039;&#039; Kroak is still strong despite being nerfed due to errata. For starters, the big guy doesn&#039;t have an exact number of wounds. During the Battleshock phase, roll a die and add the amount of wounds he suffered in the turn. If it&#039;s higher than his Bravery, he is &amp;lt;strike&amp;gt;dead&amp;lt;/strike&amp;gt; unconscious for the rest of the game. Otherwise, he heals all wounds. This makes him essentially immune to anyone attempting to chip away at his wounds over several turns. In addition, if anything would flat out kill him, he instead takes d6 mortal wounds. He&#039;s one of only two wizards with two exclusive spells (and the other one is Nagash, so that should give an indication as to how strong Kroak is at casting). Celestial Deliverance allows him to inflict d3 (d6 on Chaos Daemons) mortal wounds on every enemy unit within 3d6&amp;quot; &amp;lt;strike&amp;gt;Even though their order battletome states it can be cast 3 times, errata states the rule of one supersedes this and can only be cast once&amp;lt;/strike&amp;gt; due to the core rules faq errata warscrolls and alligiance abilities takes precedence over core rules, while 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. And now characters cannot join units. You know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that&#039;s a kill. The enemy is a Vampires player with an annoying necromancer who&#039;ll summon a bunch of reinforcements? Comet&#039;s Call. Your enemy general has 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! &amp;lt;s&amp;gt;And, like any Slann, he can summon basically any unit in the army. FOUR TIMES!&amp;lt;/s&amp;gt;NO MORE SUMMON SPELLS One casting of Comet&#039;s Call, &amp;lt;s&amp;gt;then up to three summoned units to reinforce your army&amp;lt;/s&amp;gt;AGAIN and better defend you battle line, and Kroak is one scary bugger. And if you&#039;re thinking that a dead body would make a poor general, think again. His command ability let&#039;s Kroak see the freakin&#039; future, allowing you to alter fate with some sweet rerolls. This has you roll three dice, for every roll that is a four or higher you get to reroll ANY single dice. Rolled a one on a Deadly terrain feature and your Carnosaur died instantly? Reroll that. Failed to wound an enemy monster that had one wound left? Reroll that. Failed casting Comet&#039;s Call? Reroll that too! You can even reroll the initiative roll that decides who goes first in the next turn, so always keep one reroll spare just in case. &amp;lt;s&amp;gt;EDIT: Kroak is significantly less useful after the General&#039;s Handbook FAQ clarified his special rule on Celestial Deliverance still can&#039;t be cast multiple times, even though the rule seems to have built with this in mind.&amp;lt;/s&amp;gt; Not anymore! The FAQ has clarified you can cast Celestial Deliverance multiple times again! &lt;br /&gt;
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** &#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 an Arcane Shield each turn. Very few things are likely to survive turn 1 with this beast on the table. 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= 4d6+1d3+1/1d3 Mortal Wounds! Ribbit Ribbit mothafuckas!&lt;br /&gt;
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===Slann===&lt;br /&gt;
*&#039;&#039;&#039;Slann Starmaster:&#039;&#039;&#039; Oh boy, did the [[Old Ones]] buffed 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 two powerful battle traits backed up with a choice of three strong command traits, expect to see this guys everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, gives every fellow Seraphon within 10&amp;quot; the ability to fly and reroll saves in the Shooting Phase, can move constellations allowing either rerolls 1 to hit, add 1 to every spell casting attemt or add 1&amp;quot; to run and charge; you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock tests on 2d6, keeping the highest if it&#039;s a Chaos Daemon or the lowest if it&#039;s a Celestial Daemon (read: a Seraphon/Lizardman/whatever); pretty unreliable, since it only affects battleshocks for &#039;&#039;&#039;DAEMON&#039;&#039;&#039;s; every single one of them has a natural 10 Bravery, so you will start to have bad battleshocks only with a heavly debuffed unit, and worst of all, Chaos Daemon troops regularly have standards to return more models on rolls of 1, which you can&#039;t never really guarantee even with this spell. &amp;lt;s&amp;gt;He can also summon any non-Slann unit in the Warscrolls,&amp;lt;/s&amp;gt; NEW EDITION COMING, SUMMONING SPELLS IS A BIG NO-NO NOW; GHB2018 WILL HAVE NEW SERAPHON SUMMON RULES and can cast through any Skink hero and Troglodons rather than only through Priests.&lt;br /&gt;
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===Saurus units===&lt;br /&gt;
*&#039;&#039;&#039;Scar-Veteran:&#039;&#039;&#039; (12 Summon points for a Cold One, 24 Summon points for a Carnosaur) Either on Cold One or a Carnosaur. If he takes a Cold One he can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+) while allowing rerolls on 1 to charge and to hit to every Saurus within 8&amp;quot; and giving an extra attack to Cold One Cavaliers in the same range. The Carnosaur is the big show.  The Carnosaur allows any Saurus unit within 15&amp;quot; to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks get +2 to hit if he targets a monster he already &amp;lt;strike&amp;gt;wounded&amp;lt;/strike&amp;gt; hit successfully with both his claw attacks in the same turn. In addition, if his bite attack kills an enemy model he can run and charge in the same turn for the remainder of the game and can make D3 models flee from an enemy unit within 8&amp;quot; in the Battleshock Phase &amp;lt;i&amp;gt;regardless of whether the test is passed or not&amp;lt;/i&amp;gt; (you just have to roll over their battleshock roll not counting bonuses)This is a decent ability against most, but send this guy against some kind of elite multi-wound units like brutes, ironguts, or storm fiends, and they will dove over the table trying to kill you after all three of their hyper elite carry units run).&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Sunblood:&#039;&#039;&#039; (12 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. 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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Oldblood:&#039;&#039;&#039; (12 Summon points on foot, 12 Summon points for a Carnosaur) Either on foot or on a Carnosaur. On foot he has a Stardrake Shield (ignores rends unless its -2 or better) and FOUR different weapon options (please refer to his warscroll); he also allows every Saurus within 5&amp;quot; to reroll 1s to wound and his command ability allows every unit within 10&amp;quot; to rearrange themselves. Aside the potent Carnosaur abilities, he loses his Stardrake Shield and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +2 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, +3 to hit and wound, -1 rend and D3 damage). His Command ability can be quite stupid: pick a weapon from ANY Seraphon Hero from your army at 20&amp;quot; or less from him (doesn&#039;t clarify if it can be its mount if it has one). Add 2 attacks to said weapon. Considering how almost EVERY melee Seraphon Hero has already TWO OR EVEN MORE ATTACKS and that THE WORST TO HIT OR TO WOUND ATTRIBUTE IS +4, you can make a Heroic Wreaking Ball with this. Scar-Veterans on any presentation are your best option to abuse this; on Carnosaur they can get 8 attacks with their Warblades or Spear, on Cold One they can get 5s attack plus 2 possible for his ability. They all move at 10&amp;quot;. Jus use your Oldblood on Carno, fill the Behemoths cap with Scar-Vet on Carnos and then fill the Leader cap with Scar-Vets on Cold Ones. Be ready to be [[That guy]].&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Astrolith Bearer:&#039;&#039;&#039; (18 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon within 10&amp;quot; to reroll failed to hit and also gives +1 to casting spells and +8&amp;quot; to spell ranges which are all extremely desirably abilities (combine this with a unit of Temple Guard that hit on 3+, and laugh as your formerly I1 get revenge on those pesky elves, HOW DOES IT FEEL BEING HIT WITH REROLLABLE 3+ TO HITS, YOU PONCES!?,)&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Eternity Warden:&#039;&#039;&#039; (12 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. All nearby Guard units gain +1 Attack with their polearms. And yes, this stacks with the battalion to give them D3 damage. Ouch.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Warriors:&#039;&#039;&#039; (12 Summon points for a unit of 10, 18 for a unit of 20) Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they&#039;re 30+. Nice. Shit, take these guys if you can&#039;t afford temple guard otherwise these are nothing more than summoning fodder. That said, while they&#039;re weaker than Temple Guard undeniably, they are much easier to summon. You can summon twice the number of Warriors than you can Temple Guard, making them a much more desirably choice for reinforcements as they&#039;ll give you twice as many wounds.&lt;br /&gt;
**Alternative opinion: Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 10, 5+ Save that doesn&#039;t get affected by -1 Rend, two attacks each, and guaranteed &amp;quot;Run&amp;quot; move of 5&amp;quot;, they&#039;re rock solid. Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to do their work. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be dissapointed.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Guards:&#039;&#039;&#039; (12 Summon points for a unit of 5) Nice to guard any hero, giving the saurus guard +2 Bravery and +1 Save as long as they are within 8&amp;quot;. SG hit and wound on 3+ with their halberds, make two attacks apiece, and rend at -1, plus those bite attacks that are can make for one or two extra wounds, they hit very very hard. Unfortunately they can only be summoned in groups of five, so they make poor reinforcements. Note: These guys last long as shit against anything not designed for mowing down infantry thanks to the above rules. There is even a video in which a single temple guard lasts four rounds with a runeson on magmadroth, the first two rounds completely solo.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Knights:&#039;&#039;&#039; (12 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools.  If armed with spears, a 6 to wound inflicts a mortal wound along with the eventual regular wound.  Taking a Stardrake Icon makes nearby enemies that test Battleshock suffer -1 to the roll while taking a Wardrum lets them double their movement, but now can&#039;t run or charge.  On top of that, you can also take shields, enabling them to ignore any rending below -2.&lt;br /&gt;
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===Skink units===&lt;br /&gt;
*&#039;&#039;&#039;Skink Starseer:&#039;&#039;&#039; (18 Summon points) The new generic [[Tetto&#039;eko]]. Mostly useful as a utility-mage. Has an ability &amp;lt;s&amp;gt;where you can place down a dice with a secret number and your opponent has to guess it. It&#039;s basically a minigame of Liar&#039;s Dice, you get the number you pick as rerolls, but if your opponent guesses it, they get them instead&amp;lt;/s&amp;gt; at the start of each of your turns, roll a D6. On 2+ you gain a command point, on a 1, enemy gains a command point. Also has a cheap and dirty spell to grant you the ability to increase or decrease a dice by one. &amp;lt;s&amp;gt;This guys are quite dangerous on their own right: &#039;&#039;&#039;being able to change up to 12 rolls&#039;&#039;&#039; (in different manners) &#039;&#039;&#039;on each turn &#039;&#039;per Starseer&#039;&#039; can result in a disaster for your enemy&#039;&#039;&#039;. [[Just as planned|Out-Tzeentch Tzeentchian armies with this guys]]&amp;lt;/s&amp;gt; Thank you, GW, for nerfing this little guy to uselessness.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Starpriest:&#039;&#039;&#039; (12 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 that use their bites and roll a 6 to wound to double the damage, and his special spell, which can either reduce any hit rolls made on a fellow Seraphon unit by 1 or reduce the hit rolls of an enemy unit by 1 (And also dealing d3 damage to Daemons as well because fuck&#039;em).  If you take one, they won&#039;t &amp;lt;s&amp;gt;quite&amp;lt;/s&amp;gt; replace a Slann, &amp;lt;s&amp;gt;but they can certainly take the burden of sorcery off them.&amp;lt;/s&amp;gt; ... BUT they can definitely cast/dispel another Endless Spell per turn! And they also act as an extension to the Slann&#039;s range when casting spells.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Priest:&#039;&#039;&#039; (12 Summon points) Allows a unit within 8&amp;quot; the ability to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Trappings (allowing the aforemented ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6&amp;quot; Move with fly, plus a 3 shot missile weapon with decent rend). Really both can be very effective.&lt;br /&gt;
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*&#039;&#039;&#039;Skinks:&#039;&#039;&#039; (6 Summon points for a unit of 10) They get a +1 to hit in Shooting Phase if the unit has 20+ models that becomes a +2 if they&#039;re at 30+, and can retreat when charged. That last hit-and-run tactic should not be overlooked because in AoS even if you get charged, your enemy has to decide on it&#039;s alpda strike. Do they deal damage to your annoying Skink unit that can flee, or do they prioritize dealing with your high value targets. Great for mind games. One of the underrated rockstars.&lt;br /&gt;
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*&#039;&#039;&#039;Chameleon Skinks:&#039;&#039;&#039; (12 Summon points for a unit of 5) As said before with Oxyotl, they can teleport around instead of moving. Also, scenery gives them a 3+ save (doesn&#039;t stack with the normal terrain bonus), and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;Terradon Riders:&#039;&#039;&#039; (12 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make every scored hit into d6 wounds, they can reroll hit and wound in close combat (but by doing so they&#039;re considered not flying until next turn) and the champion can get a sword that rerolls failed hits against flying units.&lt;br /&gt;
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*&#039;&#039;&#039;Ripperdactyl Riders:&#039;&#039;&#039; (12 Summon points for a unit of 3) The other one. They have the same gliding ability as Terradons, but lose the rocks and the bolas. In exchange, their beak attacks [[Dreadnought#Chapter Specific Dreads|keep rolling to hit until they fail]]. Also the Blot Toad is still here and it&#039;s scary. Instead of making one attack with those beaks against a toad-infested unit, they make three. And each hit grants another attack. Six of these guys make for 18 attacks with theoretically infinite more on the way. Nasty.&lt;br /&gt;
**Does anyone know how the toad works if the unit is summoned since you are supposed to place them in the first hero phase for every unit of these guys you have. If you summon them later do you place it then? --no, need the, first on the table.&lt;br /&gt;
**NERFED: errata now hit them hard, as each successful hit roll now grants d3 successful hits, instead of the old rule.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Handlers:&#039;&#039;&#039; (6 Summon points for a unit of 3) Weak as heck lil&#039; guys with goads that automatically wound on a to hit roll of 6. However, they synergize well with some of the monsters, which will be discussed below.&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;Salamanders:&#039;&#039;&#039; (6 Summon points) Fucking hell, these guys are deadly. They only make a single shooting attack now rather than using a template, but that shot hits and wounds on 3+ and does D6 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit unit rolls a die at the end of the shooting phase, on a 4+ they take d3 ADDITIONAL MORTAL WOUNDS. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. When within 3&amp;quot; of a Skink handler, their fire breath goes from 8&amp;quot; to 12&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Razordons:&#039;&#039;&#039; (6 Summon points) Another ranged unit, Razordons make 2d6 attacks at 12&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, on a roll of 4+ they can OVERWATCH CHARGING UNITS. If a Skink handler is within 3&amp;quot;, they reroll 1s to hit, which means they only miss on 2s. Nice. Might make a nice wall to march in front of your other units.&lt;br /&gt;
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*&#039;&#039;&#039;Kroxigor:&#039;&#039;&#039; (18 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can take a moonhammer, instead gaining attacks equal to all enemies within its 2&amp;quot; range. If their bite successfully wounds an enemy they have a chance to latch on. You roll off with your opponent. If they win, nothing happens but if you win you cause mortal wounds equal to the difference in the roll (meaning your opponent technically wins ties). &amp;lt;s&amp;gt;It appears that these mortal wounds only apply to the model wounded by the jaws, however, meaning they won&#039;t spill over onto the unit&amp;lt;/s&amp;gt; rule states &#039;target&#039;, and as is normal in AoS, attacks target units, not models. No one is going to argue that the Mortal wounds don&#039;t spill over when normal wounds do. If any Skink unit is within 3&amp;quot; of the Krox, they can reroll failed to wound results of 1.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Engine of the Gods:&#039;&#039;&#039; (18 Summon points) Replaces everything we said about the Priest from above with a dinosaur and a table: you roll a number of d6 that depends on how many wounds he still has (3 usually, 2 if he suffered 5+ wounds, 1 if he has only one wound: a Slann within 10&amp;quot; allows you to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon &#039;&#039;any unit from the Seraphon Warscrolls, Slann included&#039;&#039;, and even stop time which forces the opponent to skip a turn (though you must scream ZA WARUDO at the top of your lungs if you ever roll this effect. Not an in-game rule, but still.) It&#039;s totally random, but almost all of its effects are deadly as fuck. It&#039;s a bunch of skinks on a GIANT DINOSAUR! Why aren&#039;t you playing it? EDIT: Rolling an 18 on the table has been updated and no longer grants a second turn, instead it gives all of your units double movement and attacks. Still good, but not quite as cool.&lt;br /&gt;
** NEW EDITION UPDATE: New FAQ updated the result when you roll a 14-17. Now you&#039;re forced to choose between 10 Saurus Warriors, 20 Skinks, 3 Terradons or 3 Ripperdactyls.&lt;br /&gt;
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*&#039;&#039;&#039;Stegadon:&#039;&#039;&#039; (24 Summon points) A monster that buffs skinks and isn&#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. What makes it stand 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 they make a single attack for every enemy within range. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that&#039;s a lot of attacks. And really, what&#039;s more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing.&lt;br /&gt;
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*&#039;&#039;&#039;Bastiladon:&#039;&#039;&#039; (24 Summon points) A crazy tanky monster that ignores rend and can even ignore wounds. It has a GIANT CRYSTAL POWERED LASER on its back and can send out snakes in an AoE for point defense. However, this is a ranged beast. 20&amp;quot; range, 2d6 attacks with -1 rend that do 2 damage? Yes please! Oh and by the by, the Bastiladon is a true monster of a tank. Seriously, have a wizard hit it with an Arcane Shield to give it a 2+ armour save that cannot be reduced by any rend, then have a skink priest give it rerolls to all failed armour saves. A rerollable 2+ armour save that cannot be reduced by ANYTHING. And they are one of the few monsters that don&#039;t have a damage table, so none of its attributes get worst the more damage they get. Fuck.&lt;br /&gt;
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*&#039;&#039;&#039;Troglodon:&#039;&#039;&#039; (18 Summon points) No longer the loser it was in WFB. Has the ability to use both range and melee decently. Its skink oracle rider can even unbind magic! Can be hilariously fast, since its ranged attack gives it a +3 to charge distance if it charges a unit it wounded. It gets a bunch of decent attacks in melee and causes enemies within 8&amp;quot; to subtract 1 from their bravery.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
===From Battletome Seraphon===&lt;br /&gt;
*&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (550pt. min.) A Sunblood grabs 3 packs of Saurus Warriors.  They all get an extra attack on their bite and their weapons gain -1 rending and 2 damage against daemons.  Meh.  Least it&#039;s easy to build.&lt;br /&gt;
**Alternate opinion, while this Battalion is mediocre, not only will you almost certain already have the units for it, extra attacks are always useful, but the most important bit is it&#039;s the base for much better Fangs of Sotek Battalion, so build it so it&#039;s always on hand! &lt;br /&gt;
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*&#039;&#039;&#039;Eternity Starhost:&#039;&#039;&#039; (570pt. min.) An Eternity Warden grabs 3 packs of Saurus Guard.  All Guard gain +1 to their save when near the Warden and if they don&#039;t move, their polearms get d3 damage. This is the ultimate anti-fun cheese, since the Guards already have +4 saves, when they get close enough to the Warden they increase it to +3, and then, the battalion increases it again to +2. Put them under cover and they&#039;ll have a fucking +1 save. Now use Mystic Shield so they can only be damaged by Mortal Wounds. Now you are officially [[That Guy]]. Make them defend objectives for maximum [[RAGE]].&lt;br /&gt;
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*&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (510pt. min.) A Scar-Vet on a Carnosaur or Cold One leads 3 packs of Knights.  Any Knights near the Hero add +3 to their charges and if they roll a 6 to wound with their Celestite weapons following that charge, it becomes Mortal, which also stacks onto the rules for spears.  This can be scary.&lt;br /&gt;
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*&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039; (500pt. min.)A Skink Starpriest or a Skink Priest takes two units of the following list: Skinks, Chameleon Skinks; as well as one unit of either Terradon Riders or Ripperdactyl Riders. You get three abilities: &#039;&#039;&#039;Stealthy Advance&#039;&#039;&#039;: You roll 2D6 for every unit in this battalion after setup and move it up to at most these inches. &#039;&#039;&#039;The Trap is Sprung&#039;&#039;&#039;: Your Priest picks an visible enemy unit and marks it in your hero phase. All units in this battalion reroll hit and wound rolls of 1 against that unit until your next hero phase. &#039;&#039;&#039;Strike from the Skies&#039;&#039;&#039;: Instead of setting up your Terradon or Ripperdactyl Riders, you can hold them in reserve and set them up in any of your movement phases at least 3&amp;quot; away from any enemy. The unit will add 1 to their wound rolls in the following combat phase. Fielding this battalion at minimum cost might not be the best idea, instead, pump up your Skink units or pick Chameleon Skinks. Also it might be a good idea to pick Ripperdactyl Riders instead of Terradon Riders for their superior melee stats and their Toad Rage ability. On the other hand, Terradon Riders give you a one use 4+ D3 mortal wounds per model attack.&lt;br /&gt;
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*&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039; (910pt. min.) this one&#039;s got a lot of variety for a formation.  First, grab a Troglodon or Engine of the Gods.  Then take two of any combo of either Stegadons or Bastilodons.  And to top it off, grab either Kroxigor or a Salamander/Razordon with Handlers.  The biggest Unit (Troglodon/EotG) and anyone nearby can either gain re-rolls to hit/charge or re-rolls to wound/save.  To make this even more insane, everyone here heals a wound in the Hero phase, upping to d3 wounds when next to a Slann.&lt;br /&gt;
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===From Grand Alliance Order===&lt;br /&gt;
*&#039;&#039;&#039;Bloodclaw Starhost:&#039;&#039;&#039; (920pt. min.) Consiting of 1 Saurus oldblood (on/off carnosaur) 3 other heroes (except astrology bearers) and 3-9 units of warriors, guard or knights. They all get an extra attack with their jaws and shields and all the heroes an use their command abilities whilst with 20” of the oldblood&lt;br /&gt;
** The second half of this battalion is now useless, as all heroes can use command abilities in AOS 2.0. An extra attack on jaws and shields isn&#039;t worth the 150pts cost. &lt;br /&gt;
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*&#039;&#039;&#039;Heavenswatch Starhost:&#039;&#039;&#039; (740pt. min.) Consisting of a starseer, two skink priests and/or troglodons and three to six other skink key word units (including fun things like Stegadons, Engine of the Gods and Bastiladons) this battalion offers some nice benefits. As long as the starseer is alive he may designate a unit visible to him and every unit of this starhost get&#039;s to reroll to hit and to wound rolls of one. To make this host even more awesome your big beasties heal one wound per turn. Considering that many attacks of units in this battalion will hit and/or wound on a 3 or better this means that whatever your starseer points at will most likely die in a barrage of laser beams, fire throwers or salamander fire. Need I mention that the new Slann warlord trait lets you teleport a pack of Salamanders with Handlers into range on turn one? Or the double team of fire stegadons that can share their Alphas bonus move to pull of devastating first turn charges - with reroll able to wound rolls on their stomp attacks? Or those 40 Skink blobs, that up their damage potential by a metric ton? Whatever you do, make sure your Starseer doesn&#039;t get sniped - thankfully he only needs to be able to draw LOS with this ability and can stay somewhere safe, preferably out of sight of anything else. Overall this can be considered one of the better battalions, because you&#039;re likely to want a starseer anyways for those sweet rerolls, and only the two priests/troglodons can be considered a tax - if at all that.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
===From Battletome Seraphon===&lt;br /&gt;
*&#039;&#039;&#039;Starbeast Constellation:&#039;&#039;&#039; (3570pt. min.) An Oldblood (On foot or Carnosaur) and a Starseer add in every other Starhost, making a massive Strike Force Ultra.  Aside from every other bonus here, &amp;lt;s&amp;gt;the Oldblood also gets the ability to use his Command Ability at all times while also enabling anyone within 20&amp;quot; to use theirs as well.&amp;lt;/s&amp;gt; New edition rules change introduce command points to use command abilities, so the Battalion&#039;s ability now gives you D3+1 command points each turn instead of just 1.&lt;br /&gt;
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===From General&#039;s Handbook 2017===&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek:&#039;&#039;&#039; (1190pt. min.) Consists of an Oldblood on Carnosaur (lets face it, you already have a load from the Start Collecting sets) a Slaan Starmaster, and a Sunclaw Starhost, this gives every unit but the Slaan +3 move on the first turn, &amp;lt;s&amp;gt;allows the Oldbood to use his command ability if he is not the general, an extra command ability if he is&amp;lt;/s&amp;gt; gives you an extra command point at the beginning of the game, AND adds 1 to the roll when you use Bloodroar. You can also take up to FOUR other Battalions (choose from Sunclaw, Firelance, Eternal and Thunderquake Starhosts) with this (as well as any other Seraphon unit) and, if you do take the maximun number of extra Battalions, your army gains the Strategic Mastery ability from the Starbeast Constellation, which means &amp;lt;s&amp;gt;any Hero units within 20 inches of the Oldblood can use their command abilities even if they are not the general, scary....&amp;lt;/s&amp;gt;D3 more command points each turn.&lt;br /&gt;
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*&#039;&#039;&#039;Dracothion&#039;s Tail:&#039;&#039;&#039; (830pt. min.) A Slann alongside a Firelance Starhost and up to 4 other Battalions chosen between Sunclaw, Firelance, Eternal and Thunderquake Starhosts plus whatever you want, having 4 Battalions gives you D3+1 command points each turn. Everything in the Battalion can go in the reserves and deepstrike within 18&amp;quot; from the Slann. You can deepstrike more than one unit per turn, but not two units of the same kind. Deep strike that Dread Saurian. You know you want to.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
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(&#039;&#039;Note: the point here is to share ideas to build an army on shape, but you should think about playing what you like the most (as always, fun is first, as long as you don&#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;)&lt;br /&gt;
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===Buying tips===&lt;br /&gt;
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Arguably the best way to start your army, is get two Start Collecting! boxes.&lt;br /&gt;
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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;
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From there, you can take many different choices, thanks to how wide is the Seraphon range.&lt;br /&gt;
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You could simply buy more Star Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latests editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.&lt;br /&gt;
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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.&lt;br /&gt;
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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;
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So, yeah, you have quite 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;
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===Matched points===&lt;br /&gt;
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Fortunately, Seraphon have a wide array of units, and everyone is viable.&lt;br /&gt;
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From a single Start Collecting! you get:&lt;br /&gt;
&lt;br /&gt;
* 100 points from 10 Saurus Warriors.&lt;br /&gt;
* 90 points from 5 Saurus Knights. **points updated!**&lt;br /&gt;
* 160 points from a Troglodon OR 240 from a Saurus Scar-Veteran on Carnosaur OR 260 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;
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Not counting the possible extra models you can use: 100 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 100 from using the free Saurus Oldblood on foot if you buildt a Troglodon and 100 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold Ones bits if you are allowed.&lt;br /&gt;
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NOTE AND UPDATE: with general&#039;s handbook 2017, every Seraphon unit received an huge discount (Balanced by the fact that their awesome warscroll battalion now cost a lot more). This mean you now can field both a Trog and and Oldblood on Carnosaurus using units in two Start Collecting boxes. Exactly, both. Have fun supporting and attacking with Oldblood and Troglodon while receiving the screening from Warriors and Knights, have fun! A lot!!&lt;br /&gt;
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===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 200 points; 2 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;
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Two Start Collecting! kits gives you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.&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;
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This uses exactly 1000 points. &lt;br /&gt;
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This is a heavy focused melee list.&lt;br /&gt;
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Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a stead approach, and the Scar-Vet is generally more offensive.&lt;br /&gt;
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Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 20 on the same unit, but this will last just one turn or even less. Bring them along your Saurus Oldblood on foot if you are using him as your general.&lt;br /&gt;
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Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 7&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
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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 succesfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taked so much damage, it can be able to deal 15 wounds on melee), it has its own roar that substracts 1 from enemy Bravery and, most importantly, can unbind one spell just like if it was a wizard (something this list lacks).&lt;br /&gt;
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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. &lt;br /&gt;
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It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
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===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;
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Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
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* 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;
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This alone costs 1340 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points.&lt;br /&gt;
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Now, lets assume you also got a Thunderbeast Host kit, now add: &lt;br /&gt;
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* An Engine of the Gods (Leader/Behemoth).&lt;br /&gt;
* 1 Stegadon (Behemoth).&lt;br /&gt;
* 3 Terradon/Ripperdactyls Riders.&lt;br /&gt;
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This will costs 1980 points, or 2000 if you play a Sunblood instead the Oldblood on foot. &lt;br /&gt;
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Other option is use a Skink Priest or Starpriest instead the Oldblood on foot: you will have one spare Priest from building a Stegadon anyway, and with some convertion you could use your spare Oracle as one of those two. You can get a Starpriest if you wish, its a nice little sculpt.&lt;br /&gt;
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This list features more ranged options.&lt;br /&gt;
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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;
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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;
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The Thunderbeast models are great supportive options: the Engine of the Gods speaks for itself and the Stegadon can deal a good amount of AoE or single target damage. Both of them should be keeping distances when not overly necessary, but can be dangerous when charging towards the enemy. The flying cavalry is quite useful. Terradons should be prefered by virtue of their ranged attacks, while the Ripperdactlys can dish out important damage for evasive but fragile enemy units.&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;
===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;
==Allied Armies==&lt;br /&gt;
Stormcast Eternals, that&#039;s all these guys get&lt;br /&gt;
&lt;br /&gt;
==Legacy / Unsupported==&lt;br /&gt;
*&#039;&#039;&#039;[[Kroq-Gar]]/Saurus Oldblood on Carnosaur:&#039;&#039;&#039; Remember how Kroq&#039;s gauntlet was a bound spell and could just be dispelled easily, it wasn&#039;t really that effective and just ate up power dice that could be used elsewhere. Well now instead of a magic spell, his gauntlet is a missile weapon, so now it&#039;s as dispellable as an arrow to the face, which is to say not at all. Now he makes D6 shots that hit on 3+ and wound on 4+, a nice little addition that lets him soften up enemy targets before he charges. He wounds on 2+ against Chaos Daemons, however, making his gauntlet actually pretty dangerous against a Greater Daemon or Daemon Prince. In addition, it rends at -1! However what you really want Kroq-Gar for is Grymloq. See that enemy monster over there? Well, if Grymloq hits with both of his Clawed Forelimbs attacks (3+ to hit at full wounds and he doesn&#039;t need to wound,) then Grymloq pins the monster to the ground and his Massive Jaws attacks hit on 2+ rather than the normal 4+. Oh, and those Massive Jaws have five attacks, rend and cause 3 damage each rather than the D3 that regular Carnosaurs cause. That&#039;s a maximum of 15 wounds from the bites alone, and it&#039;s easily feasible to have all of the bite attacks hit with a pin. To make him more deadly against those big-wounds monsters, literally every attack except for those shooting attacks can have more than 1 damage and all but the Clawed Forelimbs rend. Kroq&#039;s spear does D3 damage, the Forelimbs do 2 damage, and all attacks but the Forelimbs rend at -1. Bang. In addition once they cause a wound, Grymloq enters Blood Frenzy which lets him run and charge, helping you hunt down those monsters even easier, chase down puny enemy heroes, or even just smash into enemy lines to give support. Unfortunately against normal enemies, Grymloq has a harder time hitting with his Massive Jaws compared to the regular Carnosaur, hitting on 4+ rather than the normal 3+, though he still retains the superior damage stat so it&#039;s all cool. In addition, he comes with the Bloodroar ability. If your opponent passes their Battleshock test withing 8&amp;quot; of Kroq-Gar, you roll your own dice. If you roll higher than what they rolled, that unit immediately fails the Battleshock test by D3. This is an okay rule normally, but against enemies like Morghast or Ogres, it can be devastating to watch up to three multi-wound juggernauts just runa way because you managed to kill just one of them. And for bonus points, this works even if your opponent cannot possibly pass their Battleshock test. You kill one of their guys and they have a bravery of 10? Doesn&#039;t matter, they still have to take the test and that means that you can hit them with a Bloodroar. Ouch. Unfortunately his Command Ability is rather limited, as it only gives two extra attacks to a second Saurus hero within 20&amp;quot;, which is not as effective as it may seem as heroes often lead from the back in AoS now. Make somebody else your general, Kroq-Gar works better as a flank attacker and monster hunter anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chakax]]/Saurus Eternity Warden:&#039;&#039;&#039; Chakax is now an absolutely fantastic support character. For starters, he grants nearby Temple Guard an extra attack, which can really make a difference seeing as how Temple Guard are now something of a glass cannon, so buffing their offense is a great help. But what you really want him for is his Selfless Protector rule, if he&#039;s within 2&amp;quot; of a Slann when they take an unsaved wound, Chakax can intervene and take the wound himself, suffering a mortal wound while his master remains safe. Chakax has seven wounds, which allows him to take seven bullets before dying. But the really effective thing about this is that Chakax, like any other non-Slann, can be summoned by a Slann. So if your Slann&#039;s meat-shield is killed, you can just summon him back at full wounds with no trouble. Easy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gor-Rok]]/Saurus Sunblood:&#039;&#039;&#039; Gor-Rok is basically the only on-foot Saurus Hero worth taking. 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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15&amp;quot; of Gor-Rok. Gor-Rok then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tehenhauin]]:&#039;&#039;&#039; His snakes make 6s to hit an automatic mortal wound. His command ability allows every Skink within 18&amp;quot; to reroll any 1 to hit in the cmbat phase, but this is rather useless as Skinks are still pretty squishy and, with a few exceptions, should not even be in close combat in the first place. They even have a special ability that lets them bamf out of combat faster than Tretch Craventail instead of attacking, making this Commabnd Ability useless. He also has the Priestly Rites ability from regular Skink Priests, but this too is not as effective as it looks as the regular Skink Priest&#039;s Priestly Rites can effect all units within 8&amp;quot; rather than one, making it stronger than Tehenhauin&#039;s. These priestly rites are something that Tetto&#039;Eko amusingly lacks. However, unlike Tetto, the Prophet of Sotek is no longer a wizard, exchanging magic for them Priestly Rites, so I guess it all works out in the end. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tetto&#039;Eko]]/Skink Starseer:&#039;&#039;&#039; His unique spell allows him to give either +1 or -1 to single dice roll made by a nearby unit in each phase, nothing to sneeze at if carefully use. His other, more important ability has both players choose a number between 1 and 6: if the players chose different numbers you get a number of rerolls equal to the number you chose, but if you and your opponent chose the same number he gets the rerolls. This makes for a rather fun mini-game with your opponent, essentially &amp;quot;guess the number I&#039;m thinking,&amp;quot; but it is also a very powerful ability as those rerolls can make or break a whole turn, especially if combines with the rerolls from Kroak. Shame he can&#039;t spam meteors anymore though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oxyot]]l:&#039;&#039;&#039; If he does nothing in the movement phase (afters 1st turn AND he was already on the board), he wounds on a 2+ in the subsequent shooting phase. But the real deal is that now Chameleon Skinks, instead of moving regularly, can just vanish during the Hero Phase and reappear anywhere you want during Movement Phase. This is on top of the ability the chameleons have to get a 3+ save as long as they occupy terrain instead of the normal terrain benefits (so no 2+ save). Basically your Chameleons can teleport in and out of the battle and appear literally anywhere they want. Nice.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-lizardmen-en.pdf Their Warscroll Compendium]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lordkroak-en.pdf Lord Kroak]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-slannstarmaster-en.pdf Slann Starmaster]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusoldblood-en.pdf Saurus Oldblood (On Foot)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-oldbloodcarnosaur-en.pdf Saurus Oldblood (On Carnosaur)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancarnosaur-en.pdf Scar Veteran (On Carnosaur)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancoldone-en.pdf Scar Veteran (On Cold One)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurussunblood-en.pdf Saurus Sunblood]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-astrolithbearer-en.pdf Astrolith Bearer]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-eternitywarden-en.pdf Eternity Warden]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sauruswarriors-en.pdf Saurus Warriors]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusguard-en.pdf Saurus Guard]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusknights-en.pdf Saurus Knights]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarseer-en.pdf Skink Starseer]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarpriest-en.pdf Skink Starpriest]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkpriest-en.pdf Skink Priest]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinks-en.pdf Skinks]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chameleonskinks-en.pdf Chameleon Skinks]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-terradonriders-en.pdf Terradon Riders]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ripperdactylriders-en.pdf Ripperdactyl Riders]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-salamander-en.pdf Salamander]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razordon-en.pdf Razordon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-kroxigor-en.pdf Kroxigor]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-engineofthegods-en.pdf Engine]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stegadon-en.pdf Stegadon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bastiladon-en.pdf Bastiladon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-troglodon-en.pdf Troglodon]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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]] [[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2A02:8071:B6B8:4200:304A:E70D:6E5C:5191</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=35893</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=35893"/>
		<updated>2018-12-03T21:30:50Z</updated>

		<summary type="html">&lt;p&gt;2A02:8071:B6B8:4200:304A:E70D:6E5C:5191: /* Battalions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GHB 2.0 has just added sweet buffs to an already awesome army. Where do we start?&lt;br /&gt;
&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;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* The Lizardmen Citadel miniatures are the true [[End Times]] survivors; only 4 characters are out of printing: Oxyotl, Tenhenhauin, Skink Chief and Jungle Swarms, yet you can find Skink Chief and Jungle Swarm bits on flying cavalry/stegadon and Saurus Knights sprues respectively, and with some simple conversions you can make your own Oxyotl or Tenhenhauin.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Since they survived so well the End of Times, they have 27 different units available; most that any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness also survived really well).&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, with tons of leaders buffing all of them. Simply you have many options available to choose from.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&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 aggresive abilities, but the regular Slann got a massive buff on GHB 2017, more of this on Battle Traits and Battle Traits.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* The lowest bravery value of this army is 10. This guys will only run away if they are pounded to the ground.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* None, they are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.&lt;br /&gt;
* Well, you could say that having the &#039;&#039;&#039;DAEMON&#039;&#039;&#039; keyword could be troublesome, but the vast majority of anti-daemon abilities are for &#039;&#039;&#039;CHAOS DAEMONS&#039;&#039;&#039;, so the few and spare universal anti-daemon abilities are nothing to lose your sleep, specially considering that Seraphon are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Also, all of your heroes keep your units together; individually Seraphon units can pull of a fight but are not nearly as strong without a leader nearby, so expect them to be the prime target of your enemy. They are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.&lt;br /&gt;
* Only 1 unit in the entire army has a Rend characteristic greater than -1. (2 units, the salamander and the stegadon when at good wounds)&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Seraphon Battletome&#039;&#039; has all the Warscrolls and Battations.&lt;br /&gt;
*This should be supplemented with the Seraphon &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Allegiance Abilities additional Battations are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Replace all summoning rules with those in the General&#039;s handbook 2018.&lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Seraphon Warscrolls==&lt;br /&gt;
&lt;br /&gt;
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.&lt;br /&gt;
&lt;br /&gt;
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory and bound to be altered as the Battletome is released. Take everything with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common rules&#039;&#039;&#039;&lt;br /&gt;
Every saurus troop unit have the following common rules: Stardrake Icon (reduces bravey of nearby enemies), Wardrum (can move twice as long in the movement phase, but is unable to run or charge after), and every basic unit can have Stardrake Shields/Star-Bucklers (ignore rend unless is -2 or better).&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 &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance and chose to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masters of Order:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SLANN WIZARDS&#039;&#039;&#039; in a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; army can attempt to unbind enemy spells that are cast &#039;&#039;anywhere&#039;&#039; on the battlefield, rather than only those cast by enemy WIZARDS within 30&amp;quot;. In addition, if the casting roll for a &#039;&#039;&#039;SLANN WIZARD&#039;&#039;&#039; in a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; army was 10+, and the spell was successfully cast, then you can add 6&amp;quot; to the range of the spell. This is the first half of the massive Slann buff that came in with GHB 2017. Three global dispells and added rolls from a Baleful Vortex and a Sage&#039;s Staff constellation, a few magic Skinks here and there, and only the heaviest-wizard Tzeentchian armies will outspell you. DAMN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per turn, in your hero phase, you can pick one of your &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; units anywhere on the battlefield to be transported through space and time. If you do so, roll a dice for the unit. If the dice roll is a: &lt;br /&gt;
1-2 - the unit cannot move or charge in this turn,&lt;br /&gt;
3-4 - the unit can be removed from the battle field and set up again anywhere more than 9&amp;quot; from any enemy unit (This counts as the unit&#039;s movement for the next movement phase),&lt;br /&gt;
5-6 - the unit can be removed from the battle field and set up again anywhere more than 9&amp;quot; from any enemy unit, plus you can move it again during its next movement phase. &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 is it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Summoning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New summoning method brought in from GHB 2018. You get a summon point at the end of each Hero Phase as long as you have a Slann as your general and he is still alive, and if you have at least one Astrolith Bearer on the field it becomes d3 points. Also, your Slann can cast one less spell in any turn to give you 3 more points. Similarly to Tzeentch and Khorne, you use these points to summon stuff at the end of any movement phase. Summoned stuff is set within 12&amp;quot; from any Slann or Astrolith Bearer and within 9&amp;quot; from enemies. You can get 9 points from a regular Slaan by not casting anything in your hero phase +1 for having it as your general, but you also get D3 more from an astrolith bearer but if you really want to summon a billion bastilodons you want Kroak with the Cogs (+1 spell) and Balewind Vortex (+1 Spell) for 6 spells a turn. SIX. SPELLS. A. TURN! This can net you 18 summon points a turn +1 for Kroak being your General +D3 if you have an Astrolith bearer for a maximum of 22 points a turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seraphon unit --- Cost &lt;br /&gt;
&lt;br /&gt;
1 Bastiladon --- 24&lt;br /&gt;
&lt;br /&gt;
1 Saurus Old-Blood on Carnosaur --- 24&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Carnosaur --- 24&lt;br /&gt;
&lt;br /&gt;
1 Stegadon --- 24&lt;br /&gt;
&lt;br /&gt;
1 Engine of the Gods --- 18&lt;br /&gt;
&lt;br /&gt;
3 Kroxigor --- 18&lt;br /&gt;
&lt;br /&gt;
1 Saurus Astrolith Banner --- 18&lt;br /&gt;
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20 Saurus Warriors --- 18&lt;br /&gt;
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1 Skink Starseer --- 18&lt;br /&gt;
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1 Troglodon --- 18&lt;br /&gt;
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5 Chameleon Skinks --- 12&lt;br /&gt;
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3 Ripperdactyls --- 12&lt;br /&gt;
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1 Saurus Eternity Warden --- 12&lt;br /&gt;
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5 Saurus Guard --- 12&lt;br /&gt;
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5 Saurus Knights --- 12&lt;br /&gt;
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1 Saurus Oldblood --- 12&lt;br /&gt;
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1 Saurus Scar-Veteran on Cold One --- 12&lt;br /&gt;
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1 Saurus Sunblood --- 12&lt;br /&gt;
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10 Saurus Warriors --- 12&lt;br /&gt;
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1 Skink Priest --- 12&lt;br /&gt;
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1 Skink Starpriest --- 12&lt;br /&gt;
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3 Terradon Riders --- 12&lt;br /&gt;
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3 Skink Handlers --- 6&lt;br /&gt;
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10 Skinks --- 6&lt;br /&gt;
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1 Razordon --- 6&lt;br /&gt;
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1 Salamander --- 6&lt;br /&gt;
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===&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 &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; 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: &#039;&#039;&#039;SLANN&#039;&#039;&#039;, &#039;&#039;&#039;SAURUS&#039;&#039;&#039; or &#039;&#039;&#039;SKINK&#039;&#039;&#039;. (If you roll for picking one; use a 1D3 instead of the regular 1D6).&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;
This is the second part of the huge Slann buff from GHB 2017. All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding 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 can use the &#039;&#039;Curse of Fates&#039;&#039; and &#039;&#039;Summon Starlight&#039;&#039; spells from the Skink Starseer and Skink Starpriest warscrolls. This is quite awesome, honestly, given how unreliable the regular &#039;&#039;Light of the Heavens&#039;&#039; is. Casting both of them will let you summon a Mystic Shield or Arcane Bolt and all four of them are arguably way, way better than LotH.&lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once. Teleport, as previously mentioned, is awesome. Doing it twice is just twice as awesome.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Saurus Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Sadly, Saurus generals didn&#039;t get that much love from GW this time around. They were slightly improved by the 2018 GHB though.&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 5+ you receive an extra command point.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Skink Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Fortunately, Skinks got more useful Command Traits than their beefier brothers. It&#039;s as if GW wants us to buy more Skinks than Saurus...&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a Skink Priest, they can use Celestial Rites twice. If not, they learn said ability. This is a good ability for a Cloaked Priest, but it has to be properly re-worded for a Priest with Priestling Trappings. While this means a second chance to make a Ritual in case the first one was screwed, does that mean that the Ritual can stack? Probably not, but still... Remember, your general has to be a &#039;&#039;&#039;SKINK&#039;&#039;&#039;, so this works with Trogs, Stegies and Basties. Have fun.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristic. Add +1 to its save if they are not on a mount. This way you wont be [[that guy]] who has a +2 saving Bastiladon. As long as GW don&#039;t FAQ the Starseer&#039; Palanquin as a mount, this is a useful trait for survival but not as good for buffing your army.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;, 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.&lt;br /&gt;
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===&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;
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===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts&amp;lt;/span&amp;gt;===&lt;br /&gt;
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*&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039; Roll a d6 at the start of the battle round. On the turn that corresponds to the number you rolled, you can reroll your failed saves. If you roll a 6 you can choose which turn to use it. Not bad, but you have better options. &lt;br /&gt;
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*&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039;  Roll a dice the first time this model is slain. On a roll of 1 or 2, it is slain as normal. On a 3 or more it heals d6 wounds. &amp;lt;strike&amp;gt;If the model is not slain then you can move it up to 12&amp;quot;, so long as it&#039;s more than 3&amp;quot; away from an enemy unit. Yep. 3 FUCKING INCHES! As you can imagine, this is especially hilarious in the combat phase.&amp;lt;/strike&amp;gt; No more movement since GHB 2018, just healing. &amp;lt;strike&amp;gt; Stack Lord Kroak&#039;s rerolls on it for added fun! &amp;lt;/strike&amp;gt; Well no more re-rolls&lt;br /&gt;
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*&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Adds -1 to the rend of a weapon your hero uses. Pretty good if used with a weapon that already has -1 rend and more than 1 point of damage, such as the Oldblood&#039;s Sunstone Spear or the Eternity Warden&#039;s mace. Otherwise, it&#039;s not worth it. &lt;br /&gt;
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*&#039;&#039;&#039;Light of Dracothion&#039;&#039;&#039; Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster 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;
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*&#039;&#039;&#039;Coronal Shield&#039;&#039;&#039; At the start of the combat phase, roll a d6 for every enemy unit within 3&amp;quot;. On a 4 or higher, that unit gets a -1 to hit for the rest of the combat phase. If you&#039;re using a Carnosaur Hero as your general and you&#039;re facing hordes of low accuracy enemies, this is probably a better choice than the Retrices. Also note that it can be used in either combat phase. &lt;br /&gt;
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*&#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 3-5 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;
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===Named Characters===&lt;br /&gt;
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*&#039;&#039;&#039;Lord Kroak:&#039;&#039;&#039; Kroak is still strong despite being nerfed due to errata. For starters, the big guy doesn&#039;t have an exact number of wounds. During the Battleshock phase, roll a die and add the amount of wounds he suffered in the turn. If it&#039;s higher than his Bravery, he is &amp;lt;strike&amp;gt;dead&amp;lt;/strike&amp;gt; unconscious for the rest of the game. Otherwise, he heals all wounds. This makes him essentially immune to anyone attempting to chip away at his wounds over several turns. In addition, if anything would flat out kill him, he instead takes d6 mortal wounds. He&#039;s one of only two wizards with two exclusive spells (and the other one is Nagash, so that should give an indication as to how strong Kroak is at casting). Celestial Deliverance allows him to inflict d3 (d6 on Chaos Daemons) mortal wounds on every enemy unit within 3d6&amp;quot; &amp;lt;strike&amp;gt;Even though their order battletome states it can be cast 3 times, errata states the rule of one supersedes this and can only be cast once&amp;lt;/strike&amp;gt; due to the core rules faq errata warscrolls and alligiance abilities takes precedence over core rules, while 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. And now characters cannot join units. You know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that&#039;s a kill. The enemy is a Vampires player with an annoying necromancer who&#039;ll summon a bunch of reinforcements? Comet&#039;s Call. Your enemy general has 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! &amp;lt;s&amp;gt;And, like any Slann, he can summon basically any unit in the army. FOUR TIMES!&amp;lt;/s&amp;gt;NO MORE SUMMON SPELLS One casting of Comet&#039;s Call, &amp;lt;s&amp;gt;then up to three summoned units to reinforce your army&amp;lt;/s&amp;gt;AGAIN and better defend you battle line, and Kroak is one scary bugger. And if you&#039;re thinking that a dead body would make a poor general, think again. His command ability let&#039;s Kroak see the freakin&#039; future, allowing you to alter fate with some sweet rerolls. This has you roll three dice, for every roll that is a four or higher you get to reroll ANY single dice. Rolled a one on a Deadly terrain feature and your Carnosaur died instantly? Reroll that. Failed to wound an enemy monster that had one wound left? Reroll that. Failed casting Comet&#039;s Call? Reroll that too! You can even reroll the initiative roll that decides who goes first in the next turn, so always keep one reroll spare just in case. &amp;lt;s&amp;gt;EDIT: Kroak is significantly less useful after the General&#039;s Handbook FAQ clarified his special rule on Celestial Deliverance still can&#039;t be cast multiple times, even though the rule seems to have built with this in mind.&amp;lt;/s&amp;gt; Not anymore! The FAQ has clarified you can cast Celestial Deliverance multiple times again! &lt;br /&gt;
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** &#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 an Arcane Shield each turn. Very few things are likely to survive turn 1 with this beast on the table. 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= 4d6+1d3+1/1d3 Mortal Wounds! Ribbit Ribbit mothafuckas!&lt;br /&gt;
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===Slann===&lt;br /&gt;
*&#039;&#039;&#039;Slann Starmaster:&#039;&#039;&#039; Oh boy, did the [[Old Ones]] buffed 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 two powerful battle traits backed up with a choice of three strong command traits, expect to see this guys everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, gives every fellow Seraphon within 10&amp;quot; the ability to fly and reroll saves in the Shooting Phase, can move constellations allowing either rerolls 1 to hit, add 1 to every spell casting attemt or add 1&amp;quot; to run and charge; you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock tests on 2d6, keeping the highest if it&#039;s a Chaos Daemon or the lowest if it&#039;s a Celestial Daemon (read: a Seraphon/Lizardman/whatever); pretty unreliable, since it only affects battleshocks for &#039;&#039;&#039;DAEMON&#039;&#039;&#039;s; every single one of them has a natural 10 Bravery, so you will start to have bad battleshocks only with a heavly debuffed unit, and worst of all, Chaos Daemon troops regularly have standards to return more models on rolls of 1, which you can&#039;t never really guarantee even with this spell. &amp;lt;s&amp;gt;He can also summon any non-Slann unit in the Warscrolls,&amp;lt;/s&amp;gt; NEW EDITION COMING, SUMMONING SPELLS IS A BIG NO-NO NOW; GHB2018 WILL HAVE NEW SERAPHON SUMMON RULES and can cast through any Skink hero and Troglodons rather than only through Priests.&lt;br /&gt;
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===Saurus units===&lt;br /&gt;
*&#039;&#039;&#039;Scar-Veteran:&#039;&#039;&#039; (12 Summon points for a Cold One, 24 Summon points for a Carnosaur) Either on Cold One or a Carnosaur. If he takes a Cold One he can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+) while allowing rerolls on 1 to charge and to hit to every Saurus within 8&amp;quot; and giving an extra attack to Cold One Cavaliers in the same range. The Carnosaur is the big show.  The Carnosaur allows any Saurus unit within 15&amp;quot; to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks get +2 to hit if he targets a monster he already &amp;lt;strike&amp;gt;wounded&amp;lt;/strike&amp;gt; hit successfully with both his claw attacks in the same turn. In addition, if his bite attack kills an enemy model he can run and charge in the same turn for the remainder of the game and can make D3 models flee from an enemy unit within 8&amp;quot; in the Battleshock Phase &amp;lt;i&amp;gt;regardless of whether the test is passed or not&amp;lt;/i&amp;gt; (you just have to roll over their battleshock roll not counting bonuses)This is a decent ability against most, but send this guy against some kind of elite multi-wound units like brutes, ironguts, or storm fiends, and they will dove over the table trying to kill you after all three of their hyper elite carry units run).&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Sunblood:&#039;&#039;&#039; (12 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. 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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Oldblood:&#039;&#039;&#039; (12 Summon points on foot, 12 Summon points for a Carnosaur) Either on foot or on a Carnosaur. On foot he has a Stardrake Shield (ignores rends unless its -2 or better) and FOUR different weapon options (please refer to his warscroll); he also allows every Saurus within 5&amp;quot; to reroll 1s to wound and his command ability allows every unit within 10&amp;quot; to rearrange themselves. Aside the potent Carnosaur abilities, he loses his Stardrake Shield and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +2 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, +3 to hit and wound, -1 rend and D3 damage). His Command ability can be quite stupid: pick a weapon from ANY Seraphon Hero from your army at 20&amp;quot; or less from him (doesn&#039;t clarify if it can be its mount if it has one). Add 2 attacks to said weapon. Considering how almost EVERY melee Seraphon Hero has already TWO OR EVEN MORE ATTACKS and that THE WORST TO HIT OR TO WOUND ATTRIBUTE IS +4, you can make a Heroic Wreaking Ball with this. Scar-Veterans on any presentation are your best option to abuse this; on Carnosaur they can get 8 attacks with their Warblades or Spear, on Cold One they can get 5s attack plus 2 possible for his ability. They all move at 10&amp;quot;. Jus use your Oldblood on Carno, fill the Behemoths cap with Scar-Vet on Carnos and then fill the Leader cap with Scar-Vets on Cold Ones. Be ready to be [[That guy]].&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Astrolith Bearer:&#039;&#039;&#039; (18 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon within 10&amp;quot; to reroll failed to hit and also gives +1 to casting spells and +8&amp;quot; to spell ranges which are all extremely desirably abilities (combine this with a unit of Temple Guard that hit on 3+, and laugh as your formerly I1 get revenge on those pesky elves, HOW DOES IT FEEL BEING HIT WITH REROLLABLE 3+ TO HITS, YOU PONCES!?,)&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Eternity Warden:&#039;&#039;&#039; (12 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. All nearby Guard units gain +1 Attack with their polearms. And yes, this stacks with the battalion to give them D3 damage. Ouch.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Warriors:&#039;&#039;&#039; (12 Summon points for a unit of 10, 18 for a unit of 20) Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they&#039;re 30+. Nice. Shit, take these guys if you can&#039;t afford temple guard otherwise these are nothing more than summoning fodder. That said, while they&#039;re weaker than Temple Guard undeniably, they are much easier to summon. You can summon twice the number of Warriors than you can Temple Guard, making them a much more desirably choice for reinforcements as they&#039;ll give you twice as many wounds.&lt;br /&gt;
**Alternative opinion: Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 10, 5+ Save that doesn&#039;t get affected by -1 Rend, two attacks each, and guaranteed &amp;quot;Run&amp;quot; move of 5&amp;quot;, they&#039;re rock solid. Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to do their work. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be dissapointed.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Guards:&#039;&#039;&#039; (12 Summon points for a unit of 5) Nice to guard any hero, giving the saurus guard +2 Bravery and +1 Save as long as they are within 8&amp;quot;. SG hit and wound on 3+ with their halberds, make two attacks apiece, and rend at -1, plus those bite attacks that are can make for one or two extra wounds, they hit very very hard. Unfortunately they can only be summoned in groups of five, so they make poor reinforcements. Note: These guys last long as shit against anything not designed for mowing down infantry thanks to the above rules. There is even a video in which a single temple guard lasts four rounds with a runeson on magmadroth, the first two rounds completely solo.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Knights:&#039;&#039;&#039; (12 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools.  If armed with spears, a 6 to wound inflicts a mortal wound along with the eventual regular wound.  Taking a Stardrake Icon makes nearby enemies that test Battleshock suffer -1 to the roll while taking a Wardrum lets them double their movement, but now can&#039;t run or charge.  On top of that, you can also take shields, enabling them to ignore any rending below -2.&lt;br /&gt;
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===Skink units===&lt;br /&gt;
*&#039;&#039;&#039;Skink Starseer:&#039;&#039;&#039; (18 Summon points) The new generic [[Tetto&#039;eko]]. Mostly useful as a utility-mage. Has an ability &amp;lt;s&amp;gt;where you can place down a dice with a secret number and your opponent has to guess it. It&#039;s basically a minigame of Liar&#039;s Dice, you get the number you pick as rerolls, but if your opponent guesses it, they get them instead&amp;lt;/s&amp;gt; at the start of each of your turns, roll a D6. On 2+ you gain a command point, on a 1, enemy gains a command point. Also has a cheap and dirty spell to grant you the ability to increase or decrease a dice by one. &amp;lt;s&amp;gt;This guys are quite dangerous on their own right: &#039;&#039;&#039;being able to change up to 12 rolls&#039;&#039;&#039; (in different manners) &#039;&#039;&#039;on each turn &#039;&#039;per Starseer&#039;&#039; can result in a disaster for your enemy&#039;&#039;&#039;. [[Just as planned|Out-Tzeentch Tzeentchian armies with this guys]]&amp;lt;/s&amp;gt; Thank you, GW, for nerfing this little guy to uselessness.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Starpriest:&#039;&#039;&#039; (12 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 that use their bites and roll a 6 to wound to double the damage, and his special spell, which can either reduce any hit rolls made on a fellow Seraphon unit by 1 or reduce the hit rolls of an enemy unit by 1 (And also dealing d3 damage to Daemons as well because fuck&#039;em).  If you take one, they won&#039;t &amp;lt;s&amp;gt;quite&amp;lt;/s&amp;gt; replace a Slann, &amp;lt;s&amp;gt;but they can certainly take the burden of sorcery off them.&amp;lt;/s&amp;gt; ... BUT they can definitely cast/dispel another Endless Spell per turn! And they also act as an extension to the Slann&#039;s range when casting spells.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Priest:&#039;&#039;&#039; (12 Summon points) Allows a unit within 8&amp;quot; the ability to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Trappings (allowing the aforemented ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6&amp;quot; Move with fly, plus a 3 shot missile weapon with decent rend). Really both can be very effective.&lt;br /&gt;
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*&#039;&#039;&#039;Skinks:&#039;&#039;&#039; (6 Summon points for a unit of 10) They get a +1 to hit in Shooting Phase if the unit has 20+ models that becomes a +2 if they&#039;re at 30+, and can retreat when charged. That last hit-and-run tactic should not be overlooked because in AoS even if you get charged, your enemy has to decide on it&#039;s alpda strike. Do they deal damage to your annoying Skink unit that can flee, or do they prioritize dealing with your high value targets. Great for mind games. One of the underrated rockstars.&lt;br /&gt;
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*&#039;&#039;&#039;Chameleon Skinks:&#039;&#039;&#039; (12 Summon points for a unit of 5) As said before with Oxyotl, they can teleport around instead of moving. Also, scenery gives them a 3+ save (doesn&#039;t stack with the normal terrain bonus), and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;Terradon Riders:&#039;&#039;&#039; (12 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make every scored hit into d6 wounds, they can reroll hit and wound in close combat (but by doing so they&#039;re considered not flying until next turn) and the champion can get a sword that rerolls failed hits against flying units.&lt;br /&gt;
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*&#039;&#039;&#039;Ripperdactyl Riders:&#039;&#039;&#039; (12 Summon points for a unit of 3) The other one. They have the same gliding ability as Terradons, but lose the rocks and the bolas. In exchange, their beak attacks [[Dreadnought#Chapter Specific Dreads|keep rolling to hit until they fail]]. Also the Blot Toad is still here and it&#039;s scary. Instead of making one attack with those beaks against a toad-infested unit, they make three. And each hit grants another attack. Six of these guys make for 18 attacks with theoretically infinite more on the way. Nasty.&lt;br /&gt;
**Does anyone know how the toad works if the unit is summoned since you are supposed to place them in the first hero phase for every unit of these guys you have. If you summon them later do you place it then? --no, need the, first on the table.&lt;br /&gt;
**NERFED: errata now hit them hard, as each successful hit roll now grants d3 successful hits, instead of the old rule.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Handlers:&#039;&#039;&#039; (6 Summon points for a unit of 3) Weak as heck lil&#039; guys with goads that automatically wound on a to hit roll of 6. However, they synergize well with some of the monsters, which will be discussed below.&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;Salamanders:&#039;&#039;&#039; (6 Summon points) Fucking hell, these guys are deadly. They only make a single shooting attack now rather than using a template, but that shot hits and wounds on 3+ and does D6 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit unit rolls a die at the end of the shooting phase, on a 4+ they take d3 ADDITIONAL MORTAL WOUNDS. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. When within 3&amp;quot; of a Skink handler, their fire breath goes from 8&amp;quot; to 12&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Razordons:&#039;&#039;&#039; (6 Summon points) Another ranged unit, Razordons make 2d6 attacks at 12&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, on a roll of 4+ they can OVERWATCH CHARGING UNITS. If a Skink handler is within 3&amp;quot;, they reroll 1s to hit, which means they only miss on 2s. Nice. Might make a nice wall to march in front of your other units.&lt;br /&gt;
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*&#039;&#039;&#039;Kroxigor:&#039;&#039;&#039; (18 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can take a moonhammer, instead gaining attacks equal to all enemies within its 2&amp;quot; range. If their bite successfully wounds an enemy they have a chance to latch on. You roll off with your opponent. If they win, nothing happens but if you win you cause mortal wounds equal to the difference in the roll (meaning your opponent technically wins ties). &amp;lt;s&amp;gt;It appears that these mortal wounds only apply to the model wounded by the jaws, however, meaning they won&#039;t spill over onto the unit&amp;lt;/s&amp;gt; rule states &#039;target&#039;, and as is normal in AoS, attacks target units, not models. No one is going to argue that the Mortal wounds don&#039;t spill over when normal wounds do. If any Skink unit is within 3&amp;quot; of the Krox, they can reroll failed to wound results of 1.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Engine of the Gods:&#039;&#039;&#039; (18 Summon points) Replaces everything we said about the Priest from above with a dinosaur and a table: you roll a number of d6 that depends on how many wounds he still has (3 usually, 2 if he suffered 5+ wounds, 1 if he has only one wound: a Slann within 10&amp;quot; allows you to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon &#039;&#039;any unit from the Seraphon Warscrolls, Slann included&#039;&#039;, and even stop time which forces the opponent to skip a turn (though you must scream ZA WARUDO at the top of your lungs if you ever roll this effect. Not an in-game rule, but still.) It&#039;s totally random, but almost all of its effects are deadly as fuck. It&#039;s a bunch of skinks on a GIANT DINOSAUR! Why aren&#039;t you playing it? EDIT: Rolling an 18 on the table has been updated and no longer grants a second turn, instead it gives all of your units double movement and attacks. Still good, but not quite as cool.&lt;br /&gt;
** NEW EDITION UPDATE: New FAQ updated the result when you roll a 14-17. Now you&#039;re forced to choose between 10 Saurus Warriors, 20 Skinks, 3 Terradons or 3 Ripperdactyls.&lt;br /&gt;
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*&#039;&#039;&#039;Stegadon:&#039;&#039;&#039; (24 Summon points) A monster that buffs skinks and isn&#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. What makes it stand 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 they make a single attack for every enemy within range. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that&#039;s a lot of attacks. And really, what&#039;s more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing.&lt;br /&gt;
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*&#039;&#039;&#039;Bastiladon:&#039;&#039;&#039; (24 Summon points) A crazy tanky monster that ignores rend and can even ignore wounds. It has a GIANT CRYSTAL POWERED LASER on its back and can send out snakes in an AoE for point defense. However, this is a ranged beast. 20&amp;quot; range, 2d6 attacks with -1 rend that do 2 damage? Yes please! Oh and by the by, the Bastiladon is a true monster of a tank. Seriously, have a wizard hit it with an Arcane Shield to give it a 2+ armour save that cannot be reduced by any rend, then have a skink priest give it rerolls to all failed armour saves. A rerollable 2+ armour save that cannot be reduced by ANYTHING. And they are one of the few monsters that don&#039;t have a damage table, so none of its attributes get worst the more damage they get. Fuck.&lt;br /&gt;
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*&#039;&#039;&#039;Troglodon:&#039;&#039;&#039; (18 Summon points) No longer the loser it was in WFB. Has the ability to use both range and melee decently. Its skink oracle rider can even unbind magic! Can be hilariously fast, since its ranged attack gives it a +3 to charge distance if it charges a unit it wounded. It gets a bunch of decent attacks in melee and causes enemies within 8&amp;quot; to subtract 1 from their bravery.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===From Battletome Seraphon===&lt;br /&gt;
*&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (550pt. min.) A Sunblood grabs 3 packs of Saurus Warriors.  They all get an extra attack on their bite and their weapons gain -1 rending and 2 damage against daemons.  Meh.  Least it&#039;s easy to build.&lt;br /&gt;
**Alternate opinion, while this Battalion is mediocre, not only will you almost certain already have the units for it, extra attacks are always useful, but the most important bit is it&#039;s the base for much better Fangs of Sotek Battalion, so build it so it&#039;s always on hand! &lt;br /&gt;
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*&#039;&#039;&#039;Eternity Starhost:&#039;&#039;&#039; (570pt. min.) An Eternity Warden grabs 3 packs of Saurus Guard.  All Guard gain +1 to their save when near the Warden and if they don&#039;t move, their polearms get d3 damage. This is the ultimate anti-fun cheese, since the Guards already have +4 saves, when they get close enough to the Warden they increase it to +3, and then, the battalion increases it again to +2. Put them under cover and they&#039;ll have a fucking +1 save. Now use Mystic Shield so they can only be damaged by Mortal Wounds. Now you are officially [[That Guy]]. Make them defend objectives for maximum [[RAGE]].&lt;br /&gt;
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*&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (510pt. min.) A Scar-Vet on a Carnosaur or Cold One leads 3 packs of Knights.  Any Knights near the Hero add +3 to their charges and if they roll a 6 to wound with their Celestite weapons following that charge, it becomes Mortal, which also stacks onto the rules for spears.  This can be scary.&lt;br /&gt;
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*&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039; (500pt. min.)A Skink Starpriest or a Skink Priest takes two units of the following list: Skinks, Chameleon Skinks; as well as one unit of either Terradon Riders or Ripperdactyl Riders. You get three abilities: &#039;&#039;&#039;Stealthy Advance&#039;&#039;&#039;: You roll 2D6 for every unit in this battalion and move it up to at most these inches. &#039;&#039;&#039;The Trap is Sprung&#039;&#039;&#039;: Your Priest picks an visible enemy unit and marks it in your hero phase. All units in this battalion reroll hit and wound rolls of 1 against that unit until your next hero phase. &#039;&#039;&#039;Strike from the Skies&#039;&#039;&#039;: Instead of setting up your Terradon or Ripperdactyl Riders, you can hold them in reserve and set them up in any of your movement phases at least 3&amp;quot; away from any enemy. The unit will add 1 to their wound rolls in the following combat phase. Fielding this battalion at minimum cost might not be the best idea, instead, pump up your Skink units or pick Chameleon Skinks. Also it might be a good idea to pick Ripperdactyl Riders instead of Terradon Riders for their superior melee stats and their Toad Rage ability. On the other hand, Terradon Riders give you a one use 4+ D3 mortal wounds per model attack.&lt;br /&gt;
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*&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039; (910pt. min.) this one&#039;s got a lot of variety for a formation.  First, grab a Troglodon or Engine of the Gods.  Then take two of any combo of either Stegadons or Bastilodons.  And to top it off, grab either Kroxigor or a Salamander/Razordon with Handlers.  The biggest Unit (Troglodon/EotG) and anyone nearby can either gain re-rolls to hit/charge or re-rolls to wound/save.  To make this even more insane, everyone here heals a wound in the Hero phase, upping to d3 wounds when next to a Slann.&lt;br /&gt;
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===From Grand Alliance Order===&lt;br /&gt;
*&#039;&#039;&#039;Bloodclaw Starhost:&#039;&#039;&#039; (920pt. min.) Consiting of 1 Saurus oldblood (on/off carnosaur) 3 other heroes (except astrology bearers) and 3-9 units of warriors, guard or knights. They all get an extra attack with their jaws and shields and all the heroes an use their command abilities whilst with 20” of the oldblood&lt;br /&gt;
** The second half of this battalion is now useless, as all heroes can use command abilities in AOS 2.0. An extra attack on jaws and shields isn&#039;t worth the 150pts cost. &lt;br /&gt;
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*&#039;&#039;&#039;Heavenswatch Starhost:&#039;&#039;&#039; (740pt. min.) Consisting of a starseer, two skink priests and/or troglodons and three to six other skink key word units (including fun things like Stegadons, Engine of the Gods and Bastiladons) this battalion offers some nice benefits. As long as the starseer is alive he may designate a unit visible to him and every unit of this starhost get&#039;s to reroll to hit and to wound rolls of one. To make this host even more awesome your big beasties heal one wound per turn. Considering that many attacks of units in this battalion will hit and/or wound on a 3 or better this means that whatever your starseer points at will most likely die in a barrage of laser beams, fire throwers or salamander fire. Need I mention that the new Slann warlord trait lets you teleport a pack of Salamanders with Handlers into range on turn one? Or the double team of fire stegadons that can share their Alphas bonus move to pull of devastating first turn charges - with reroll able to wound rolls on their stomp attacks? Or those 40 Skink blobs, that up their damage potential by a metric ton? Whatever you do, make sure your Starseer doesn&#039;t get sniped - thankfully he only needs to be able to draw LOS with this ability and can stay somewhere safe, preferably out of sight of anything else. Overall this can be considered one of the better battalions, because you&#039;re likely to want a starseer anyways for those sweet rerolls, and only the two priests/troglodons can be considered a tax - if at all that.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
===From Battletome Seraphon===&lt;br /&gt;
*&#039;&#039;&#039;Starbeast Constellation:&#039;&#039;&#039; (3570pt. min.) An Oldblood (On foot or Carnosaur) and a Starseer add in every other Starhost, making a massive Strike Force Ultra.  Aside from every other bonus here, &amp;lt;s&amp;gt;the Oldblood also gets the ability to use his Command Ability at all times while also enabling anyone within 20&amp;quot; to use theirs as well.&amp;lt;/s&amp;gt; New edition rules change introduce command points to use command abilities, so the Battalion&#039;s ability now gives you D3+1 command points each turn instead of just 1.&lt;br /&gt;
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===From General&#039;s Handbook 2017===&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek:&#039;&#039;&#039; (1190pt. min.) Consists of an Oldblood on Carnosaur (lets face it, you already have a load from the Start Collecting sets) a Slaan Starmaster, and a Sunclaw Starhost, this gives every unit but the Slaan +3 move on the first turn, &amp;lt;s&amp;gt;allows the Oldbood to use his command ability if he is not the general, an extra command ability if he is&amp;lt;/s&amp;gt; gives you an extra command point at the beginning of the game, AND adds 1 to the roll when you use Bloodroar. You can also take up to FOUR other Battalions (choose from Sunclaw, Firelance, Eternal and Thunderquake Starhosts) with this (as well as any other Seraphon unit) and, if you do take the maximun number of extra Battalions, your army gains the Strategic Mastery ability from the Starbeast Constellation, which means &amp;lt;s&amp;gt;any Hero units within 20 inches of the Oldblood can use their command abilities even if they are not the general, scary....&amp;lt;/s&amp;gt;D3 more command points each turn.&lt;br /&gt;
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*&#039;&#039;&#039;Dracothion&#039;s Tail:&#039;&#039;&#039; (830pt. min.) A Slann alongside a Firelance Starhost and up to 4 other Battalions chosen between Sunclaw, Firelance, Eternal and Thunderquake Starhosts plus whatever you want, having 4 Battalions gives you D3+1 command points each turn. Everything in the Battalion can go in the reserves and deepstrike within 18&amp;quot; from the Slann. You can deepstrike more than one unit per turn, but not two units of the same kind. Deep strike that Dread Saurian. You know you want to.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
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(&#039;&#039;Note: the point here is to share ideas to build an army on shape, but you should think about playing what you like the most (as always, fun is first, as long as you don&#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;)&lt;br /&gt;
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===Buying tips===&lt;br /&gt;
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Arguably the best way to start your army, is get two Start Collecting! boxes.&lt;br /&gt;
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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;
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From there, you can take many different choices, thanks to how wide is the Seraphon range.&lt;br /&gt;
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You could simply buy more Star Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latests editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.&lt;br /&gt;
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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.&lt;br /&gt;
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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;
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So, yeah, you have quite 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;
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===Matched points===&lt;br /&gt;
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Fortunately, Seraphon have a wide array of units, and everyone is viable.&lt;br /&gt;
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From a single Start Collecting! you get:&lt;br /&gt;
&lt;br /&gt;
* 100 points from 10 Saurus Warriors.&lt;br /&gt;
* 90 points from 5 Saurus Knights. **points updated!**&lt;br /&gt;
* 160 points from a Troglodon OR 240 from a Saurus Scar-Veteran on Carnosaur OR 260 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;
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Not counting the possible extra models you can use: 100 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 100 from using the free Saurus Oldblood on foot if you buildt a Troglodon and 100 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold Ones bits if you are allowed.&lt;br /&gt;
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NOTE AND UPDATE: with general&#039;s handbook 2017, every Seraphon unit received an huge discount (Balanced by the fact that their awesome warscroll battalion now cost a lot more). This mean you now can field both a Trog and and Oldblood on Carnosaurus using units in two Start Collecting boxes. Exactly, both. Have fun supporting and attacking with Oldblood and Troglodon while receiving the screening from Warriors and Knights, have fun! A lot!!&lt;br /&gt;
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===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 200 points; 2 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;
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Two Start Collecting! kits gives you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.&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;
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This uses exactly 1000 points. &lt;br /&gt;
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This is a heavy focused melee list.&lt;br /&gt;
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Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a stead approach, and the Scar-Vet is generally more offensive.&lt;br /&gt;
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Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 20 on the same unit, but this will last just one turn or even less. Bring them along your Saurus Oldblood on foot if you are using him as your general.&lt;br /&gt;
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Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 7&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
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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 succesfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taked so much damage, it can be able to deal 15 wounds on melee), it has its own roar that substracts 1 from enemy Bravery and, most importantly, can unbind one spell just like if it was a wizard (something this list lacks).&lt;br /&gt;
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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. &lt;br /&gt;
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It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
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===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;
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Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
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* 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;
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This alone costs 1340 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points.&lt;br /&gt;
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Now, lets assume you also got a Thunderbeast Host kit, now add: &lt;br /&gt;
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* An Engine of the Gods (Leader/Behemoth).&lt;br /&gt;
* 1 Stegadon (Behemoth).&lt;br /&gt;
* 3 Terradon/Ripperdactyls Riders.&lt;br /&gt;
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This will costs 1980 points, or 2000 if you play a Sunblood instead the Oldblood on foot. &lt;br /&gt;
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Other option is use a Skink Priest or Starpriest instead the Oldblood on foot: you will have one spare Priest from building a Stegadon anyway, and with some convertion you could use your spare Oracle as one of those two. You can get a Starpriest if you wish, its a nice little sculpt.&lt;br /&gt;
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This list features more ranged options.&lt;br /&gt;
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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;
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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;
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The Thunderbeast models are great supportive options: the Engine of the Gods speaks for itself and the Stegadon can deal a good amount of AoE or single target damage. Both of them should be keeping distances when not overly necessary, but can be dangerous when charging towards the enemy. The flying cavalry is quite useful. Terradons should be prefered by virtue of their ranged attacks, while the Ripperdactlys can dish out important damage for evasive but fragile enemy units.&lt;br /&gt;
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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;
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As a bonus, deploying this whole army should be a sight to behold!&lt;br /&gt;
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===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;
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From the previous example list, not much more to add here. &lt;br /&gt;
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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;
==Allied Armies==&lt;br /&gt;
Stormcast Eternals, that&#039;s all these guys get&lt;br /&gt;
&lt;br /&gt;
==Legacy / Unsupported==&lt;br /&gt;
*&#039;&#039;&#039;[[Kroq-Gar]]/Saurus Oldblood on Carnosaur:&#039;&#039;&#039; Remember how Kroq&#039;s gauntlet was a bound spell and could just be dispelled easily, it wasn&#039;t really that effective and just ate up power dice that could be used elsewhere. Well now instead of a magic spell, his gauntlet is a missile weapon, so now it&#039;s as dispellable as an arrow to the face, which is to say not at all. Now he makes D6 shots that hit on 3+ and wound on 4+, a nice little addition that lets him soften up enemy targets before he charges. He wounds on 2+ against Chaos Daemons, however, making his gauntlet actually pretty dangerous against a Greater Daemon or Daemon Prince. In addition, it rends at -1! However what you really want Kroq-Gar for is Grymloq. See that enemy monster over there? Well, if Grymloq hits with both of his Clawed Forelimbs attacks (3+ to hit at full wounds and he doesn&#039;t need to wound,) then Grymloq pins the monster to the ground and his Massive Jaws attacks hit on 2+ rather than the normal 4+. Oh, and those Massive Jaws have five attacks, rend and cause 3 damage each rather than the D3 that regular Carnosaurs cause. That&#039;s a maximum of 15 wounds from the bites alone, and it&#039;s easily feasible to have all of the bite attacks hit with a pin. To make him more deadly against those big-wounds monsters, literally every attack except for those shooting attacks can have more than 1 damage and all but the Clawed Forelimbs rend. Kroq&#039;s spear does D3 damage, the Forelimbs do 2 damage, and all attacks but the Forelimbs rend at -1. Bang. In addition once they cause a wound, Grymloq enters Blood Frenzy which lets him run and charge, helping you hunt down those monsters even easier, chase down puny enemy heroes, or even just smash into enemy lines to give support. Unfortunately against normal enemies, Grymloq has a harder time hitting with his Massive Jaws compared to the regular Carnosaur, hitting on 4+ rather than the normal 3+, though he still retains the superior damage stat so it&#039;s all cool. In addition, he comes with the Bloodroar ability. If your opponent passes their Battleshock test withing 8&amp;quot; of Kroq-Gar, you roll your own dice. If you roll higher than what they rolled, that unit immediately fails the Battleshock test by D3. This is an okay rule normally, but against enemies like Morghast or Ogres, it can be devastating to watch up to three multi-wound juggernauts just runa way because you managed to kill just one of them. And for bonus points, this works even if your opponent cannot possibly pass their Battleshock test. You kill one of their guys and they have a bravery of 10? Doesn&#039;t matter, they still have to take the test and that means that you can hit them with a Bloodroar. Ouch. Unfortunately his Command Ability is rather limited, as it only gives two extra attacks to a second Saurus hero within 20&amp;quot;, which is not as effective as it may seem as heroes often lead from the back in AoS now. Make somebody else your general, Kroq-Gar works better as a flank attacker and monster hunter anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chakax]]/Saurus Eternity Warden:&#039;&#039;&#039; Chakax is now an absolutely fantastic support character. For starters, he grants nearby Temple Guard an extra attack, which can really make a difference seeing as how Temple Guard are now something of a glass cannon, so buffing their offense is a great help. But what you really want him for is his Selfless Protector rule, if he&#039;s within 2&amp;quot; of a Slann when they take an unsaved wound, Chakax can intervene and take the wound himself, suffering a mortal wound while his master remains safe. Chakax has seven wounds, which allows him to take seven bullets before dying. But the really effective thing about this is that Chakax, like any other non-Slann, can be summoned by a Slann. So if your Slann&#039;s meat-shield is killed, you can just summon him back at full wounds with no trouble. Easy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gor-Rok]]/Saurus Sunblood:&#039;&#039;&#039; Gor-Rok is basically the only on-foot Saurus Hero worth taking. 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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15&amp;quot; of Gor-Rok. Gor-Rok then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tehenhauin]]:&#039;&#039;&#039; His snakes make 6s to hit an automatic mortal wound. His command ability allows every Skink within 18&amp;quot; to reroll any 1 to hit in the cmbat phase, but this is rather useless as Skinks are still pretty squishy and, with a few exceptions, should not even be in close combat in the first place. They even have a special ability that lets them bamf out of combat faster than Tretch Craventail instead of attacking, making this Commabnd Ability useless. He also has the Priestly Rites ability from regular Skink Priests, but this too is not as effective as it looks as the regular Skink Priest&#039;s Priestly Rites can effect all units within 8&amp;quot; rather than one, making it stronger than Tehenhauin&#039;s. These priestly rites are something that Tetto&#039;Eko amusingly lacks. However, unlike Tetto, the Prophet of Sotek is no longer a wizard, exchanging magic for them Priestly Rites, so I guess it all works out in the end. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tetto&#039;Eko]]/Skink Starseer:&#039;&#039;&#039; His unique spell allows him to give either +1 or -1 to single dice roll made by a nearby unit in each phase, nothing to sneeze at if carefully use. His other, more important ability has both players choose a number between 1 and 6: if the players chose different numbers you get a number of rerolls equal to the number you chose, but if you and your opponent chose the same number he gets the rerolls. This makes for a rather fun mini-game with your opponent, essentially &amp;quot;guess the number I&#039;m thinking,&amp;quot; but it is also a very powerful ability as those rerolls can make or break a whole turn, especially if combines with the rerolls from Kroak. Shame he can&#039;t spam meteors anymore though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Oxyot]]l:&#039;&#039;&#039; If he does nothing in the movement phase (afters 1st turn AND he was already on the board), he wounds on a 2+ in the subsequent shooting phase. But the real deal is that now Chameleon Skinks, instead of moving regularly, can just vanish during the Hero Phase and reappear anywhere you want during Movement Phase. This is on top of the ability the chameleons have to get a 3+ save as long as they occupy terrain instead of the normal terrain benefits (so no 2+ save). Basically your Chameleons can teleport in and out of the battle and appear literally anywhere they want. Nice.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-lizardmen-en.pdf Their Warscroll Compendium]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lordkroak-en.pdf Lord Kroak]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-slannstarmaster-en.pdf Slann Starmaster]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusoldblood-en.pdf Saurus Oldblood (On Foot)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-oldbloodcarnosaur-en.pdf Saurus Oldblood (On Carnosaur)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancarnosaur-en.pdf Scar Veteran (On Carnosaur)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancoldone-en.pdf Scar Veteran (On Cold One)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurussunblood-en.pdf Saurus Sunblood]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-astrolithbearer-en.pdf Astrolith Bearer]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-eternitywarden-en.pdf Eternity Warden]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sauruswarriors-en.pdf Saurus Warriors]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusguard-en.pdf Saurus Guard]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusknights-en.pdf Saurus Knights]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarseer-en.pdf Skink Starseer]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarpriest-en.pdf Skink Starpriest]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkpriest-en.pdf Skink Priest]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinks-en.pdf Skinks]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chameleonskinks-en.pdf Chameleon Skinks]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-terradonriders-en.pdf Terradon Riders]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ripperdactylriders-en.pdf Ripperdactyl Riders]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-salamander-en.pdf Salamander]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razordon-en.pdf Razordon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-kroxigor-en.pdf Kroxigor]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-engineofthegods-en.pdf Engine]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stegadon-en.pdf Stegadon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bastiladon-en.pdf Bastiladon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-troglodon-en.pdf Troglodon]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&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]] [[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2A02:8071:B6B8:4200:304A:E70D:6E5C:5191</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Seraphon&amp;diff=35892</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=35892"/>
		<updated>2018-12-03T21:29:06Z</updated>

		<summary type="html">&lt;p&gt;2A02:8071:B6B8:4200:304A:E70D:6E5C:5191: /* From Battletome Seraphon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GHB 2.0 has just added sweet buffs to an already awesome army. Where do we start?&lt;br /&gt;
&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;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* The Lizardmen Citadel miniatures are the true [[End Times]] survivors; only 4 characters are out of printing: Oxyotl, Tenhenhauin, Skink Chief and Jungle Swarms, yet you can find Skink Chief and Jungle Swarm bits on flying cavalry/stegadon and Saurus Knights sprues respectively, and with some simple conversions you can make your own Oxyotl or Tenhenhauin.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Since they survived so well the End of Times, they have 27 different units available; most that any other surviving miniatures without splitting into smaller subfactions (at least for Order players, since Slaves to Darkness also survived really well).&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Having so many miniatures makes room for extreme flexibility: you can go all Saurus, all Cavalry, all Skinks, with tons of leaders buffing all of them. Simply you have many options available to choose from.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Excellent synergy. Your heroes will buff and buff [[your dudes]].&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&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 aggresive abilities, but the regular Slann got a massive buff on GHB 2017, more of this on Battle Traits and Battle Traits.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* The lowest bravery value of this army is 10. This guys will only run away if they are pounded to the ground.&lt;br /&gt;
* They are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Did I mention that they are [[Awesome|Aztec lizardmen riding dinosaurs]]?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* None, they are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.&lt;br /&gt;
* Well, you could say that having the &#039;&#039;&#039;DAEMON&#039;&#039;&#039; keyword could be troublesome, but the vast majority of anti-daemon abilities are for &#039;&#039;&#039;CHAOS DAEMONS&#039;&#039;&#039;, so the few and spare universal anti-daemon abilities are nothing to lose your sleep, specially considering that Seraphon are [[Awesome|Aztec lizardmen riding dinosaurs]].&lt;br /&gt;
* Also, all of your heroes keep your units together; individually Seraphon units can pull of a fight but are not nearly as strong without a leader nearby, so expect them to be the prime target of your enemy. They are [[Awesome|Aztec lizardmen riding dinosaurs]] after all.&lt;br /&gt;
* Only 1 unit in the entire army has a Rend characteristic greater than -1. (2 units, the salamander and the stegadon when at good wounds)&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Seraphon Battletome&#039;&#039; has all the Warscrolls and Battations.&lt;br /&gt;
*This should be supplemented with the Seraphon &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Allegiance Abilities additional Battations are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Replace all summoning rules with those in the General&#039;s handbook 2018.&lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Seraphon Warscrolls==&lt;br /&gt;
&lt;br /&gt;
Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.&lt;br /&gt;
&lt;br /&gt;
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory and bound to be altered as the Battletome is released. Take everything with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Common rules&#039;&#039;&#039;&lt;br /&gt;
Every saurus troop unit have the following common rules: Stardrake Icon (reduces bravey of nearby enemies), Wardrum (can move twice as long in the movement phase, but is unable to run or charge after), and every basic unit can have Stardrake Shields/Star-Bucklers (ignore rend unless is -2 or better).&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 &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance and chose to take the &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; allegiance abilities, it has the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Masters of Order:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SLANN WIZARDS&#039;&#039;&#039; in a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; army can attempt to unbind enemy spells that are cast &#039;&#039;anywhere&#039;&#039; on the battlefield, rather than only those cast by enemy WIZARDS within 30&amp;quot;. In addition, if the casting roll for a &#039;&#039;&#039;SLANN WIZARD&#039;&#039;&#039; in a &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; army was 10+, and the spell was successfully cast, then you can add 6&amp;quot; to the range of the spell. This is the first half of the massive Slann buff that came in with GHB 2017. Three global dispells and added rolls from a Baleful Vortex and a Sage&#039;s Staff constellation, a few magic Skinks here and there, and only the heaviest-wizard Tzeentchian armies will outspell you. DAMN.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of Space and Time:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per turn, in your hero phase, you can pick one of your &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; units anywhere on the battlefield to be transported through space and time. If you do so, roll a dice for the unit. If the dice roll is a: &lt;br /&gt;
1-2 - the unit cannot move or charge in this turn,&lt;br /&gt;
3-4 - the unit can be removed from the battle field and set up again anywhere more than 9&amp;quot; from any enemy unit (This counts as the unit&#039;s movement for the next movement phase),&lt;br /&gt;
5-6 - the unit can be removed from the battle field and set up again anywhere more than 9&amp;quot; from any enemy unit, plus you can move it again during its next movement phase. &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 is it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Celestial Summoning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New summoning method brought in from GHB 2018. You get a summon point at the end of each Hero Phase as long as you have a Slann as your general and he is still alive, and if you have at least one Astrolith Bearer on the field it becomes d3 points. Also, your Slann can cast one less spell in any turn to give you 3 more points. Similarly to Tzeentch and Khorne, you use these points to summon stuff at the end of any movement phase. Summoned stuff is set within 12&amp;quot; from any Slann or Astrolith Bearer and within 9&amp;quot; from enemies. You can get 9 points from a regular Slaan by not casting anything in your hero phase +1 for having it as your general, but you also get D3 more from an astrolith bearer but if you really want to summon a billion bastilodons you want Kroak with the Cogs (+1 spell) and Balewind Vortex (+1 Spell) for 6 spells a turn. SIX. SPELLS. A. TURN! This can net you 18 summon points a turn +1 for Kroak being your General +D3 if you have an Astrolith bearer for a maximum of 22 points a turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoning table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seraphon unit --- Cost &lt;br /&gt;
&lt;br /&gt;
1 Bastiladon --- 24&lt;br /&gt;
&lt;br /&gt;
1 Saurus Old-Blood on Carnosaur --- 24&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Carnosaur --- 24&lt;br /&gt;
&lt;br /&gt;
1 Stegadon --- 24&lt;br /&gt;
&lt;br /&gt;
1 Engine of the Gods --- 18&lt;br /&gt;
&lt;br /&gt;
3 Kroxigor --- 18&lt;br /&gt;
&lt;br /&gt;
1 Saurus Astrolith Banner --- 18&lt;br /&gt;
&lt;br /&gt;
20 Saurus Warriors --- 18&lt;br /&gt;
&lt;br /&gt;
1 Skink Starseer --- 18&lt;br /&gt;
&lt;br /&gt;
1 Troglodon --- 18&lt;br /&gt;
&lt;br /&gt;
5 Chameleon Skinks --- 12&lt;br /&gt;
&lt;br /&gt;
3 Ripperdactyls --- 12&lt;br /&gt;
&lt;br /&gt;
1 Saurus Eternity Warden --- 12&lt;br /&gt;
&lt;br /&gt;
5 Saurus Guard --- 12&lt;br /&gt;
&lt;br /&gt;
5 Saurus Knights --- 12&lt;br /&gt;
&lt;br /&gt;
1 Saurus Oldblood --- 12&lt;br /&gt;
&lt;br /&gt;
1 Saurus Scar-Veteran on Cold One --- 12&lt;br /&gt;
&lt;br /&gt;
1 Saurus Sunblood --- 12&lt;br /&gt;
&lt;br /&gt;
10 Saurus Warriors --- 12&lt;br /&gt;
&lt;br /&gt;
1 Skink Priest --- 12&lt;br /&gt;
&lt;br /&gt;
1 Skink Starpriest --- 12&lt;br /&gt;
&lt;br /&gt;
3 Terradon Riders --- 12&lt;br /&gt;
&lt;br /&gt;
3 Skink Handlers --- 6&lt;br /&gt;
&lt;br /&gt;
10 Skinks --- 6&lt;br /&gt;
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1 Razordon --- 6&lt;br /&gt;
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1 Salamander --- 6&lt;br /&gt;
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===&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 &#039;&#039;&#039;SERAPHON&#039;&#039;&#039; 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: &#039;&#039;&#039;SLANN&#039;&#039;&#039;, &#039;&#039;&#039;SAURUS&#039;&#039;&#039; or &#039;&#039;&#039;SKINK&#039;&#039;&#039;. (If you roll for picking one; use a 1D3 instead of the regular 1D6).&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;
This is the second part of the huge Slann buff from GHB 2017. All of them are pretty interesting and, while not exactly situational, all of them work better under certain circumstances.&lt;br /&gt;
#&#039;&#039;&#039;Arcane Might&#039;&#039;&#039;: Re-roll one casting and unbinding 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 can use the &#039;&#039;Curse of Fates&#039;&#039; and &#039;&#039;Summon Starlight&#039;&#039; spells from the Skink Starseer and Skink Starpriest warscrolls. This is quite awesome, honestly, given how unreliable the regular &#039;&#039;Light of the Heavens&#039;&#039; is. Casting both of them will let you summon a Mystic Shield or Arcane Bolt and all four of them are arguably way, way better than LotH.&lt;br /&gt;
#&#039;&#039;&#039;Great Rememberer&#039;&#039;&#039;: as long as the general is still alive, you can use the Lords of Space and Time battle trait twice in each of your hero phases rather than only once. Teleport, as previously mentioned, is awesome. Doing it twice is just twice as awesome.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Saurus Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Sadly, Saurus generals didn&#039;t get that much love from GW this time around. They were slightly improved by the 2018 GHB though.&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 5+ you receive an extra command point.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Skink Command Trait&amp;lt;/span&amp;gt;====&lt;br /&gt;
Fortunately, Skinks got more useful Command Traits than their beefier brothers. It&#039;s as if GW wants us to buy more Skinks than Saurus...&lt;br /&gt;
#&#039;&#039;&#039;Master of Star Rituals&#039;&#039;&#039;: If the general is a Skink Priest, they can use Celestial Rites twice. If not, they learn said ability. This is a good ability for a Cloaked Priest, but it has to be properly re-worded for a Priest with Priestling Trappings. While this means a second chance to make a Ritual in case the first one was screwed, does that mean that the Ritual can stack? Probably not, but still... Remember, your general has to be a &#039;&#039;&#039;SKINK&#039;&#039;&#039;, so this works with Trogs, Stegies and Basties. Have fun.&lt;br /&gt;
#&#039;&#039;&#039;Nimble&#039;&#039;&#039;: Add +1 to the general&#039;s Move characteristic. Add +1 to its save if they are not on a mount. This way you wont be [[that guy]] who has a +2 saving Bastiladon. As long as GW don&#039;t FAQ the Starseer&#039; Palanquin as a mount, this is a useful trait for survival but not as good for buffing your army.&lt;br /&gt;
#&#039;&#039;&#039;Cunning&#039;&#039;&#039;: If the general is at 3&amp;quot; of an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;, 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.&lt;br /&gt;
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===&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;
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===&amp;lt;span style=&amp;quot;color:#00DDF3;&amp;quot;&amp;gt;Artifacts&amp;lt;/span&amp;gt;===&lt;br /&gt;
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*&#039;&#039;&#039;Zoetic Dial&#039;&#039;&#039; Roll a d6 at the start of the battle round. On the turn that corresponds to the number you rolled, you can reroll your failed saves. If you roll a 6 you can choose which turn to use it. Not bad, but you have better options. &lt;br /&gt;
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*&#039;&#039;&#039;Incandescent Rectrices&#039;&#039;&#039;  Roll a dice the first time this model is slain. On a roll of 1 or 2, it is slain as normal. On a 3 or more it heals d6 wounds. &amp;lt;strike&amp;gt;If the model is not slain then you can move it up to 12&amp;quot;, so long as it&#039;s more than 3&amp;quot; away from an enemy unit. Yep. 3 FUCKING INCHES! As you can imagine, this is especially hilarious in the combat phase.&amp;lt;/strike&amp;gt; No more movement since GHB 2018, just healing. &amp;lt;strike&amp;gt; Stack Lord Kroak&#039;s rerolls on it for added fun! &amp;lt;/strike&amp;gt; Well no more re-rolls&lt;br /&gt;
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*&#039;&#039;&#039;Blade of Realities&#039;&#039;&#039; Adds -1 to the rend of a weapon your hero uses. Pretty good if used with a weapon that already has -1 rend and more than 1 point of damage, such as the Oldblood&#039;s Sunstone Spear or the Eternity Warden&#039;s mace. Otherwise, it&#039;s not worth it. &lt;br /&gt;
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*&#039;&#039;&#039;Light of Dracothion&#039;&#039;&#039; Once per battle, the bearer can automatically unbind a spell used by an enemy spellcaster 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;
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*&#039;&#039;&#039;Coronal Shield&#039;&#039;&#039; At the start of the combat phase, roll a d6 for every enemy unit within 3&amp;quot;. On a 4 or higher, that unit gets a -1 to hit for the rest of the combat phase. If you&#039;re using a Carnosaur Hero as your general and you&#039;re facing hordes of low accuracy enemies, this is probably a better choice than the Retrices. Also note that it can be used in either combat phase. &lt;br /&gt;
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*&#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 3-5 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;
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===Named Characters===&lt;br /&gt;
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*&#039;&#039;&#039;Lord Kroak:&#039;&#039;&#039; Kroak is still strong despite being nerfed due to errata. For starters, the big guy doesn&#039;t have an exact number of wounds. During the Battleshock phase, roll a die and add the amount of wounds he suffered in the turn. If it&#039;s higher than his Bravery, he is &amp;lt;strike&amp;gt;dead&amp;lt;/strike&amp;gt; unconscious for the rest of the game. Otherwise, he heals all wounds. This makes him essentially immune to anyone attempting to chip away at his wounds over several turns. In addition, if anything would flat out kill him, he instead takes d6 mortal wounds. He&#039;s one of only two wizards with two exclusive spells (and the other one is Nagash, so that should give an indication as to how strong Kroak is at casting). Celestial Deliverance allows him to inflict d3 (d6 on Chaos Daemons) mortal wounds on every enemy unit within 3d6&amp;quot; &amp;lt;strike&amp;gt;Even though their order battletome states it can be cast 3 times, errata states the rule of one supersedes this and can only be cast once&amp;lt;/strike&amp;gt; due to the core rules faq errata warscrolls and alligiance abilities takes precedence over core rules, while 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. And now characters cannot join units. You know what you do on turn 1 with this spell? Start peppering as many enemy heroes as you can with this spell, two good shots and on average that&#039;s a kill. The enemy is a Vampires player with an annoying necromancer who&#039;ll summon a bunch of reinforcements? Comet&#039;s Call. Your enemy general has 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! &amp;lt;s&amp;gt;And, like any Slann, he can summon basically any unit in the army. FOUR TIMES!&amp;lt;/s&amp;gt;NO MORE SUMMON SPELLS One casting of Comet&#039;s Call, &amp;lt;s&amp;gt;then up to three summoned units to reinforce your army&amp;lt;/s&amp;gt;AGAIN and better defend you battle line, and Kroak is one scary bugger. And if you&#039;re thinking that a dead body would make a poor general, think again. His command ability let&#039;s Kroak see the freakin&#039; future, allowing you to alter fate with some sweet rerolls. This has you roll three dice, for every roll that is a four or higher you get to reroll ANY single dice. Rolled a one on a Deadly terrain feature and your Carnosaur died instantly? Reroll that. Failed to wound an enemy monster that had one wound left? Reroll that. Failed casting Comet&#039;s Call? Reroll that too! You can even reroll the initiative roll that decides who goes first in the next turn, so always keep one reroll spare just in case. &amp;lt;s&amp;gt;EDIT: Kroak is significantly less useful after the General&#039;s Handbook FAQ clarified his special rule on Celestial Deliverance still can&#039;t be cast multiple times, even though the rule seems to have built with this in mind.&amp;lt;/s&amp;gt; Not anymore! The FAQ has clarified you can cast Celestial Deliverance multiple times again! &lt;br /&gt;
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** &#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 an Arcane Shield each turn. Very few things are likely to survive turn 1 with this beast on the table. 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= 4d6+1d3+1/1d3 Mortal Wounds! Ribbit Ribbit mothafuckas!&lt;br /&gt;
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===Slann===&lt;br /&gt;
*&#039;&#039;&#039;Slann Starmaster:&#039;&#039;&#039; Oh boy, did the [[Old Ones]] buffed 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 two powerful battle traits backed up with a choice of three strong command traits, expect to see this guys everywhere until nerfed to the ground (or get new competition for the spot). Can cast and unbind 3 spells per turn, gives every fellow Seraphon within 10&amp;quot; the ability to fly and reroll saves in the Shooting Phase, can move constellations allowing either rerolls 1 to hit, add 1 to every spell casting attemt or add 1&amp;quot; to run and charge; you can change the constellation before casting spells in your Hero Phase on a 4+, but a 1 on that roll will negate spells for that turn. His exclusive spell makes every Daemon on the field roll their Battleshock tests on 2d6, keeping the highest if it&#039;s a Chaos Daemon or the lowest if it&#039;s a Celestial Daemon (read: a Seraphon/Lizardman/whatever); pretty unreliable, since it only affects battleshocks for &#039;&#039;&#039;DAEMON&#039;&#039;&#039;s; every single one of them has a natural 10 Bravery, so you will start to have bad battleshocks only with a heavly debuffed unit, and worst of all, Chaos Daemon troops regularly have standards to return more models on rolls of 1, which you can&#039;t never really guarantee even with this spell. &amp;lt;s&amp;gt;He can also summon any non-Slann unit in the Warscrolls,&amp;lt;/s&amp;gt; NEW EDITION COMING, SUMMONING SPELLS IS A BIG NO-NO NOW; GHB2018 WILL HAVE NEW SERAPHON SUMMON RULES and can cast through any Skink hero and Troglodons rather than only through Priests.&lt;br /&gt;
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===Saurus units===&lt;br /&gt;
*&#039;&#039;&#039;Scar-Veteran:&#039;&#039;&#039; (12 Summon points for a Cold One, 24 Summon points for a Carnosaur) Either on Cold One or a Carnosaur. If he takes a Cold One he can get tons of extra attacks with some rolls (3 attacks, after that on a 4+ you can get 3 more attacks, and 3 more after that on a 6+) while allowing rerolls on 1 to charge and to hit to every Saurus within 8&amp;quot; and giving an extra attack to Cold One Cavaliers in the same range. The Carnosaur is the big show.  The Carnosaur allows any Saurus unit within 15&amp;quot; to get extra attacks for each 6 to hit. The Carnosaur itself is filled with interesting abilities: his bite attacks get +2 to hit if he targets a monster he already &amp;lt;strike&amp;gt;wounded&amp;lt;/strike&amp;gt; hit successfully with both his claw attacks in the same turn. In addition, if his bite attack kills an enemy model he can run and charge in the same turn for the remainder of the game and can make D3 models flee from an enemy unit within 8&amp;quot; in the Battleshock Phase &amp;lt;i&amp;gt;regardless of whether the test is passed or not&amp;lt;/i&amp;gt; (you just have to roll over their battleshock roll not counting bonuses)This is a decent ability against most, but send this guy against some kind of elite multi-wound units like brutes, ironguts, or storm fiends, and they will dove over the table trying to kill you after all three of their hyper elite carry units run).&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Sunblood:&#039;&#039;&#039; (12 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. 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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15&amp;quot; of the Sunblood. He then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Oldblood:&#039;&#039;&#039; (12 Summon points on foot, 12 Summon points for a Carnosaur) Either on foot or on a Carnosaur. On foot he has a Stardrake Shield (ignores rends unless its -2 or better) and FOUR different weapon options (please refer to his warscroll); he also allows every Saurus within 5&amp;quot; to reroll 1s to wound and his command ability allows every unit within 10&amp;quot; to rearrange themselves. Aside the potent Carnosaur abilities, he loses his Stardrake Shield and regular weapons for a Sunbolt Gauntlet (shoots D6 times at 18&amp;quot;, kinda regular profile, with -1 Rend and 1 damage, but get +2 To Wound if he targets CHAOS DAEMONS) and a Sunstone Spear (strong weapon, 3 attacks, +3 to hit and wound, -1 rend and D3 damage). His Command ability can be quite stupid: pick a weapon from ANY Seraphon Hero from your army at 20&amp;quot; or less from him (doesn&#039;t clarify if it can be its mount if it has one). Add 2 attacks to said weapon. Considering how almost EVERY melee Seraphon Hero has already TWO OR EVEN MORE ATTACKS and that THE WORST TO HIT OR TO WOUND ATTRIBUTE IS +4, you can make a Heroic Wreaking Ball with this. Scar-Veterans on any presentation are your best option to abuse this; on Carnosaur they can get 8 attacks with their Warblades or Spear, on Cold One they can get 5s attack plus 2 possible for his ability. They all move at 10&amp;quot;. Jus use your Oldblood on Carno, fill the Behemoths cap with Scar-Vet on Carnos and then fill the Leader cap with Scar-Vets on Cold Ones. Be ready to be [[That guy]].&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Astrolith Bearer:&#039;&#039;&#039; (18 Summon points) A Scar-Veteran with a totem.  It allows any Seraphon within 10&amp;quot; to reroll failed to hit and also gives +1 to casting spells and +8&amp;quot; to spell ranges which are all extremely desirably abilities (combine this with a unit of Temple Guard that hit on 3+, and laugh as your formerly I1 get revenge on those pesky elves, HOW DOES IT FEEL BEING HIT WITH REROLLABLE 3+ TO HITS, YOU PONCES!?,)&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Eternity Warden:&#039;&#039;&#039; (12 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. All nearby Guard units gain +1 Attack with their polearms. And yes, this stacks with the battalion to give them D3 damage. Ouch.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Warriors:&#039;&#039;&#039; (12 Summon points for a unit of 10, 18 for a unit of 20) Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they&#039;re 30+. Nice. Shit, take these guys if you can&#039;t afford temple guard otherwise these are nothing more than summoning fodder. That said, while they&#039;re weaker than Temple Guard undeniably, they are much easier to summon. You can summon twice the number of Warriors than you can Temple Guard, making them a much more desirably choice for reinforcements as they&#039;ll give you twice as many wounds.&lt;br /&gt;
**Alternative opinion: Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 10, 5+ Save that doesn&#039;t get affected by -1 Rend, two attacks each, and guaranteed &amp;quot;Run&amp;quot; move of 5&amp;quot;, they&#039;re rock solid. Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to do their work. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won&#039;t be dissapointed.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Guards:&#039;&#039;&#039; (12 Summon points for a unit of 5) Nice to guard any hero, giving the saurus guard +2 Bravery and +1 Save as long as they are within 8&amp;quot;. SG hit and wound on 3+ with their halberds, make two attacks apiece, and rend at -1, plus those bite attacks that are can make for one or two extra wounds, they hit very very hard. Unfortunately they can only be summoned in groups of five, so they make poor reinforcements. Note: These guys last long as shit against anything not designed for mowing down infantry thanks to the above rules. There is even a video in which a single temple guard lasts four rounds with a runeson on magmadroth, the first two rounds completely solo.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Knights:&#039;&#039;&#039; (12 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools.  If armed with spears, a 6 to wound inflicts a mortal wound along with the eventual regular wound.  Taking a Stardrake Icon makes nearby enemies that test Battleshock suffer -1 to the roll while taking a Wardrum lets them double their movement, but now can&#039;t run or charge.  On top of that, you can also take shields, enabling them to ignore any rending below -2.&lt;br /&gt;
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===Skink units===&lt;br /&gt;
*&#039;&#039;&#039;Skink Starseer:&#039;&#039;&#039; (18 Summon points) The new generic [[Tetto&#039;eko]]. Mostly useful as a utility-mage. Has an ability &amp;lt;s&amp;gt;where you can place down a dice with a secret number and your opponent has to guess it. It&#039;s basically a minigame of Liar&#039;s Dice, you get the number you pick as rerolls, but if your opponent guesses it, they get them instead&amp;lt;/s&amp;gt; at the start of each of your turns, roll a D6. On 2+ you gain a command point, on a 1, enemy gains a command point. Also has a cheap and dirty spell to grant you the ability to increase or decrease a dice by one. &amp;lt;s&amp;gt;This guys are quite dangerous on their own right: &#039;&#039;&#039;being able to change up to 12 rolls&#039;&#039;&#039; (in different manners) &#039;&#039;&#039;on each turn &#039;&#039;per Starseer&#039;&#039; can result in a disaster for your enemy&#039;&#039;&#039;. [[Just as planned|Out-Tzeentch Tzeentchian armies with this guys]]&amp;lt;/s&amp;gt; Thank you, GW, for nerfing this little guy to uselessness.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Starpriest:&#039;&#039;&#039; (12 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 that use their bites and roll a 6 to wound to double the damage, and his special spell, which can either reduce any hit rolls made on a fellow Seraphon unit by 1 or reduce the hit rolls of an enemy unit by 1 (And also dealing d3 damage to Daemons as well because fuck&#039;em).  If you take one, they won&#039;t &amp;lt;s&amp;gt;quite&amp;lt;/s&amp;gt; replace a Slann, &amp;lt;s&amp;gt;but they can certainly take the burden of sorcery off them.&amp;lt;/s&amp;gt; ... BUT they can definitely cast/dispel another Endless Spell per turn! And they also act as an extension to the Slann&#039;s range when casting spells.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Priest:&#039;&#039;&#039; (12 Summon points) Allows a unit within 8&amp;quot; the ability to reroll charge, run and saves if he rolls a 4+ first. Can either get Priestly Trappings (allowing the aforemented ability to be used on every unit in the range) or a Cloak of Feathers (+1 save, +6&amp;quot; Move with fly, plus a 3 shot missile weapon with decent rend). Really both can be very effective.&lt;br /&gt;
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*&#039;&#039;&#039;Skinks:&#039;&#039;&#039; (6 Summon points for a unit of 10) They get a +1 to hit in Shooting Phase if the unit has 20+ models that becomes a +2 if they&#039;re at 30+, and can retreat when charged. That last hit-and-run tactic should not be overlooked because in AoS even if you get charged, your enemy has to decide on it&#039;s alpda strike. Do they deal damage to your annoying Skink unit that can flee, or do they prioritize dealing with your high value targets. Great for mind games. One of the underrated rockstars.&lt;br /&gt;
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*&#039;&#039;&#039;Chameleon Skinks:&#039;&#039;&#039; (12 Summon points for a unit of 5) As said before with Oxyotl, they can teleport around instead of moving. Also, scenery gives them a 3+ save (doesn&#039;t stack with the normal terrain bonus), and attacks in Shooting Phase deal 2 wounds (3 on Chaos Daemons) if you scored a 6 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;Terradon Riders:&#039;&#039;&#039; (12 Summon points for a unit of 3) First flying cavalry. Once per game they drop mortal wound-causing boulders on units they passed through in Movement Phase, Sunleech Bolas make every scored hit into d6 wounds, they can reroll hit and wound in close combat (but by doing so they&#039;re considered not flying until next turn) and the champion can get a sword that rerolls failed hits against flying units.&lt;br /&gt;
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*&#039;&#039;&#039;Ripperdactyl Riders:&#039;&#039;&#039; (12 Summon points for a unit of 3) The other one. They have the same gliding ability as Terradons, but lose the rocks and the bolas. In exchange, their beak attacks [[Dreadnought#Chapter Specific Dreads|keep rolling to hit until they fail]]. Also the Blot Toad is still here and it&#039;s scary. Instead of making one attack with those beaks against a toad-infested unit, they make three. And each hit grants another attack. Six of these guys make for 18 attacks with theoretically infinite more on the way. Nasty.&lt;br /&gt;
**Does anyone know how the toad works if the unit is summoned since you are supposed to place them in the first hero phase for every unit of these guys you have. If you summon them later do you place it then? --no, need the, first on the table.&lt;br /&gt;
**NERFED: errata now hit them hard, as each successful hit roll now grants d3 successful hits, instead of the old rule.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Handlers:&#039;&#039;&#039; (6 Summon points for a unit of 3) Weak as heck lil&#039; guys with goads that automatically wound on a to hit roll of 6. However, they synergize well with some of the monsters, which will be discussed below.&lt;br /&gt;
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===Other===&lt;br /&gt;
*&#039;&#039;&#039;Salamanders:&#039;&#039;&#039; (6 Summon points) Fucking hell, these guys are deadly. They only make a single shooting attack now rather than using a template, but that shot hits and wounds on 3+ and does D6 DAMAGE! A unit of these guys can really mess up an enemy monster or character. In addition, any hit unit rolls a die at the end of the shooting phase, on a 4+ they take d3 ADDITIONAL MORTAL WOUNDS. Did I mention it has rending -2? Yeah, -2. Because fuck your enemies. When within 3&amp;quot; of a Skink handler, their fire breath goes from 8&amp;quot; to 12&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Razordons:&#039;&#039;&#039; (6 Summon points) Another ranged unit, Razordons make 2d6 attacks at 12&amp;quot; which gain rending -1 within 6&amp;quot;. In addition, on a roll of 4+ they can OVERWATCH CHARGING UNITS. If a Skink handler is within 3&amp;quot;, they reroll 1s to hit, which means they only miss on 2s. Nice. Might make a nice wall to march in front of your other units.&lt;br /&gt;
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*&#039;&#039;&#039;Kroxigor:&#039;&#039;&#039; (18 Summon points for a unit of 3) Melee beatsticks that have 4 hammer attacks. 1 in 3 can take a moonhammer, instead gaining attacks equal to all enemies within its 2&amp;quot; range. If their bite successfully wounds an enemy they have a chance to latch on. You roll off with your opponent. If they win, nothing happens but if you win you cause mortal wounds equal to the difference in the roll (meaning your opponent technically wins ties). &amp;lt;s&amp;gt;It appears that these mortal wounds only apply to the model wounded by the jaws, however, meaning they won&#039;t spill over onto the unit&amp;lt;/s&amp;gt; rule states &#039;target&#039;, and as is normal in AoS, attacks target units, not models. No one is going to argue that the Mortal wounds don&#039;t spill over when normal wounds do. If any Skink unit is within 3&amp;quot; of the Krox, they can reroll failed to wound results of 1.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Engine of the Gods:&#039;&#039;&#039; (18 Summon points) Replaces everything we said about the Priest from above with a dinosaur and a table: you roll a number of d6 that depends on how many wounds he still has (3 usually, 2 if he suffered 5+ wounds, 1 if he has only one wound: a Slann within 10&amp;quot; allows you to throw an extra dice and discard one of them) and you can either damage yourself, heal yourself, damage a single unit, damage many units, summon &#039;&#039;any unit from the Seraphon Warscrolls, Slann included&#039;&#039;, and even stop time which forces the opponent to skip a turn (though you must scream ZA WARUDO at the top of your lungs if you ever roll this effect. Not an in-game rule, but still.) It&#039;s totally random, but almost all of its effects are deadly as fuck. It&#039;s a bunch of skinks on a GIANT DINOSAUR! Why aren&#039;t you playing it? EDIT: Rolling an 18 on the table has been updated and no longer grants a second turn, instead it gives all of your units double movement and attacks. Still good, but not quite as cool.&lt;br /&gt;
** NEW EDITION UPDATE: New FAQ updated the result when you roll a 14-17. Now you&#039;re forced to choose between 10 Saurus Warriors, 20 Skinks, 3 Terradons or 3 Ripperdactyls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stegadon:&#039;&#039;&#039; (24 Summon points) A monster that buffs skinks and isn&#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. What makes it stand 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 they make a single attack for every enemy within range. Against Ogres? Not so good. Against a massive horde of zombies? Fuck me, that&#039;s a lot of attacks. And really, what&#039;s more metal than a giant war-dinosaur piloted by smaller dinosaurs with fucking flamethrowers? Nothing.&lt;br /&gt;
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*&#039;&#039;&#039;Bastiladon:&#039;&#039;&#039; (24 Summon points) A crazy tanky monster that ignores rend and can even ignore wounds. It has a GIANT CRYSTAL POWERED LASER on its back and can send out snakes in an AoE for point defense. However, this is a ranged beast. 20&amp;quot; range, 2d6 attacks with -1 rend that do 2 damage? Yes please! Oh and by the by, the Bastiladon is a true monster of a tank. Seriously, have a wizard hit it with an Arcane Shield to give it a 2+ armour save that cannot be reduced by any rend, then have a skink priest give it rerolls to all failed armour saves. A rerollable 2+ armour save that cannot be reduced by ANYTHING. And they are one of the few monsters that don&#039;t have a damage table, so none of its attributes get worst the more damage they get. Fuck.&lt;br /&gt;
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*&#039;&#039;&#039;Troglodon:&#039;&#039;&#039; (18 Summon points) No longer the loser it was in WFB. Has the ability to use both range and melee decently. Its skink oracle rider can even unbind magic! Can be hilariously fast, since its ranged attack gives it a +3 to charge distance if it charges a unit it wounded. It gets a bunch of decent attacks in melee and causes enemies within 8&amp;quot; to subtract 1 from their bravery.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===From Battletome Seraphon===&lt;br /&gt;
*&#039;&#039;&#039;Sunclaw Starhost:&#039;&#039;&#039; (550pt. min.) A Sunblood grabs 3 packs of Saurus Warriors.  They all get an extra attack on their bite and their weapons gain -1 rending and 2 damage against daemons.  Meh.  Least it&#039;s easy to build.&lt;br /&gt;
**Alternate opinion, while this Battalion is mediocre, not only will you almost certain already have the units for it, extra attacks are always useful, but the most important bit is it&#039;s the base for much better Fangs of Sotek Battalion, so build it so it&#039;s always on hand! &lt;br /&gt;
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*&#039;&#039;&#039;Eternity Starhost:&#039;&#039;&#039; (570pt. min.) An Eternity Warden grabs 3 packs of Saurus Guard.  All Guard gain +1 to their save when near the Warden and if they don&#039;t move, their polearms get d3 damage. This is the ultimate anti-fun cheese, since the Guards already have +4 saves, when they get close enough to the Warden they increase it to +3, and then, the battalion increases it again to +2. Put them under cover and they&#039;ll have a fucking +1 save. Now use Mystic Shield so they can only be damaged by Mortal Wounds. Now you are officially [[That Guy]]. Make them defend objectives for maximum [[RAGE]].&lt;br /&gt;
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*&#039;&#039;&#039;Firelance Starhost:&#039;&#039;&#039; (510pt. min.) A Scar-Vet on a Carnosaur or Cold One leads 3 packs of Knights.  Any Knights near the Hero add +3 to their charges and if they roll a 6 to wound with their Celestite weapons following that charge, it becomes Mortal, which also stacks onto the rules for spears.  This can be scary.&lt;br /&gt;
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*&#039;&#039;&#039;Shadowstrike Starhost:&#039;&#039;&#039; (500pt. min.)A Skink Starpriest or a Skink Priest takes two units of the following list: Skinks, Chameleon Skinks; as well as one unit of either Terradon Riders or Ripperdactyl Riders. You get three abilities: &#039;&#039;&#039;Stealthy Advance&#039;&#039;&#039;: You roll 2D6 for every unit in this battalion and move it up to at most these inches. &#039;&#039;&#039;The Trap is Sprung&#039;&#039;&#039;: Your Priest picks an enemy visible unit and marks it in your hero phase. All units in this battalion reroll hit and wound rolls of 1 until your next hero phase. &#039;&#039;&#039;Strike from the Skies&#039;&#039;&#039;: Instead of setting up your Terradon or Ripperdactyl Riders, you can hold them in reserve and set them up in any of your movement phases 3&amp;quot; away from an enemy. The unit will add 1 to their wound rolls in the following combat phase. Fielding this battalion at minimum cost might not be the best idea, instead, pump up your Skink units or pick Chameleon Skinks. Also it might be a good idea to pick Ripperdactyl Riders instead of Terradon Riders for their superior melee stats and their Toad Rage ability. On the other hand, Terradon Riders give you a one use 4+ D3 mortal wounds per model attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderquake Starhost:&#039;&#039;&#039; (910pt. min.) this one&#039;s got a lot of variety for a formation.  First, grab a Troglodon or Engine of the Gods.  Then take two of any combo of either Stegadons or Bastilodons.  And to top it off, grab either Kroxigor or a Salamander/Razordon with Handlers.  The biggest Unit (Troglodon/EotG) and anyone nearby can either gain re-rolls to hit/charge or re-rolls to wound/save.  To make this even more insane, everyone here heals a wound in the Hero phase, upping to d3 wounds when next to a Slann.&lt;br /&gt;
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===From Grand Alliance Order===&lt;br /&gt;
*&#039;&#039;&#039;Bloodclaw Starhost:&#039;&#039;&#039; (920pt. min.) Consiting of 1 Saurus oldblood (on/off carnosaur) 3 other heroes (except astrology bearers) and 3-9 units of warriors, guard or knights. They all get an extra attack with their jaws and shields and all the heroes an use their command abilities whilst with 20” of the oldblood&lt;br /&gt;
** The second half of this battalion is now useless, as all heroes can use command abilities in AOS 2.0. An extra attack on jaws and shields isn&#039;t worth the 150pts cost. &lt;br /&gt;
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*&#039;&#039;&#039;Heavenswatch Starhost:&#039;&#039;&#039; (740pt. min.) Consisting of a starseer, two skink priests and/or troglodons and three to six other skink key word units (including fun things like Stegadons, Engine of the Gods and Bastiladons) this battalion offers some nice benefits. As long as the starseer is alive he may designate a unit visible to him and every unit of this starhost get&#039;s to reroll to hit and to wound rolls of one. To make this host even more awesome your big beasties heal one wound per turn. Considering that many attacks of units in this battalion will hit and/or wound on a 3 or better this means that whatever your starseer points at will most likely die in a barrage of laser beams, fire throwers or salamander fire. Need I mention that the new Slann warlord trait lets you teleport a pack of Salamanders with Handlers into range on turn one? Or the double team of fire stegadons that can share their Alphas bonus move to pull of devastating first turn charges - with reroll able to wound rolls on their stomp attacks? Or those 40 Skink blobs, that up their damage potential by a metric ton? Whatever you do, make sure your Starseer doesn&#039;t get sniped - thankfully he only needs to be able to draw LOS with this ability and can stay somewhere safe, preferably out of sight of anything else. Overall this can be considered one of the better battalions, because you&#039;re likely to want a starseer anyways for those sweet rerolls, and only the two priests/troglodons can be considered a tax - if at all that.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
===From Battletome Seraphon===&lt;br /&gt;
*&#039;&#039;&#039;Starbeast Constellation:&#039;&#039;&#039; (3570pt. min.) An Oldblood (On foot or Carnosaur) and a Starseer add in every other Starhost, making a massive Strike Force Ultra.  Aside from every other bonus here, &amp;lt;s&amp;gt;the Oldblood also gets the ability to use his Command Ability at all times while also enabling anyone within 20&amp;quot; to use theirs as well.&amp;lt;/s&amp;gt; New edition rules change introduce command points to use command abilities, so the Battalion&#039;s ability now gives you D3+1 command points each turn instead of just 1.&lt;br /&gt;
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===From General&#039;s Handbook 2017===&lt;br /&gt;
*&#039;&#039;&#039;Fangs of Sotek:&#039;&#039;&#039; (1190pt. min.) Consists of an Oldblood on Carnosaur (lets face it, you already have a load from the Start Collecting sets) a Slaan Starmaster, and a Sunclaw Starhost, this gives every unit but the Slaan +3 move on the first turn, &amp;lt;s&amp;gt;allows the Oldbood to use his command ability if he is not the general, an extra command ability if he is&amp;lt;/s&amp;gt; gives you an extra command point at the beginning of the game, AND adds 1 to the roll when you use Bloodroar. You can also take up to FOUR other Battalions (choose from Sunclaw, Firelance, Eternal and Thunderquake Starhosts) with this (as well as any other Seraphon unit) and, if you do take the maximun number of extra Battalions, your army gains the Strategic Mastery ability from the Starbeast Constellation, which means &amp;lt;s&amp;gt;any Hero units within 20 inches of the Oldblood can use their command abilities even if they are not the general, scary....&amp;lt;/s&amp;gt;D3 more command points each turn.&lt;br /&gt;
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*&#039;&#039;&#039;Dracothion&#039;s Tail:&#039;&#039;&#039; (830pt. min.) A Slann alongside a Firelance Starhost and up to 4 other Battalions chosen between Sunclaw, Firelance, Eternal and Thunderquake Starhosts plus whatever you want, having 4 Battalions gives you D3+1 command points each turn. Everything in the Battalion can go in the reserves and deepstrike within 18&amp;quot; from the Slann. You can deepstrike more than one unit per turn, but not two units of the same kind. Deep strike that Dread Saurian. You know you want to.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;Note: the point here is to share ideas to build an army on shape, but you should think about playing what you like the most (as always, fun is first, as long as you don&#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;)&lt;br /&gt;
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===Buying tips===&lt;br /&gt;
&lt;br /&gt;
Arguably the best way to start your army, is get two Start Collecting! boxes.&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;
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From there, you can take many different choices, thanks to how wide is the Seraphon range.&lt;br /&gt;
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You could simply buy more Star Collecting! boxes, maybe another 3. This is because one box comes with 12 Warriors (because is a relatively old sprue and the regular box has 20 Warriors), so you can have 60 Warriors between the 5 boxes. You will also get another 24 Knights, but they are a pretty viable unit (unlike Oldhammer latests editions), and you will never, ever, will have extra Carnosaurs. They are just beautiful models, worth every cent.&lt;br /&gt;
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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.&lt;br /&gt;
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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;
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So, yeah, you have quite 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;
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===Matched points===&lt;br /&gt;
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Fortunately, Seraphon have a wide array of units, and everyone is viable.&lt;br /&gt;
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From a single Start Collecting! you get:&lt;br /&gt;
&lt;br /&gt;
* 100 points from 10 Saurus Warriors.&lt;br /&gt;
* 90 points from 5 Saurus Knights. **points updated!**&lt;br /&gt;
* 160 points from a Troglodon OR 240 from a Saurus Scar-Veteran on Carnosaur OR 260 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;
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Not counting the possible extra models you can use: 100 for a Knight converted or counting as a Scar-Vet on Cold One (damn, you could simply use the 3 extra Knights as Scar-Vets too), 100 from using the free Saurus Oldblood on foot if you buildt a Troglodon and 100 from getting creative to use your Skink Oracle as a Skink Priest or Starpriest, and you could even use Jungle Swarms from the Cold Ones bits if you are allowed.&lt;br /&gt;
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NOTE AND UPDATE: with general&#039;s handbook 2017, every Seraphon unit received an huge discount (Balanced by the fact that their awesome warscroll battalion now cost a lot more). This mean you now can field both a Trog and and Oldblood on Carnosaurus using units in two Start Collecting boxes. Exactly, both. Have fun supporting and attacking with Oldblood and Troglodon while receiving the screening from Warriors and Knights, have fun! A lot!!&lt;br /&gt;
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===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 200 points; 2 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;
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Two Start Collecting! kits gives you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games.&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;
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This uses exactly 1000 points. &lt;br /&gt;
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This is a heavy focused melee list.&lt;br /&gt;
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Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a stead approach, and the Scar-Vet is generally more offensive.&lt;br /&gt;
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Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 20 on the same unit, but this will last just one turn or even less. Bring them along your Saurus Oldblood on foot if you are using him as your general.&lt;br /&gt;
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Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 7&amp;quot;. Use them as flankers and alongside your Scar-Vet if he is your general.&lt;br /&gt;
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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 succesfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taked so much damage, it can be able to deal 15 wounds on melee), it has its own roar that substracts 1 from enemy Bravery and, most importantly, can unbind one spell just like if it was a wizard (something this list lacks).&lt;br /&gt;
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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. &lt;br /&gt;
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It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.&lt;br /&gt;
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===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;
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Keep using 2 Start Collecting! kits, now you can deploy all the models included:&lt;br /&gt;
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* 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;
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This alone costs 1340 points. But if you can replace the Oldblood on foot or [[Counts as|count it as]], you can pick a Saurus Sunblood for 20 additional points.&lt;br /&gt;
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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 costs 1980 points, or 2000 if you play a Sunblood instead the Oldblood on foot. &lt;br /&gt;
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Other option is use a Skink Priest or Starpriest instead the Oldblood on foot: you will have one spare Priest from building a Stegadon anyway, and with some convertion you could use your spare Oracle as one of those two. You can get a Starpriest if you wish, its a nice little sculpt.&lt;br /&gt;
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This list features more ranged options.&lt;br /&gt;
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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;
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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;
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The Thunderbeast models are great supportive options: the Engine of the Gods speaks for itself and the Stegadon can deal a good amount of AoE or single target damage. Both of them should be keeping distances when not overly necessary, but can be dangerous when charging towards the enemy. The flying cavalry is quite useful. Terradons should be prefered by virtue of their ranged attacks, while the Ripperdactlys can dish out important damage for evasive but fragile enemy units.&lt;br /&gt;
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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;
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As a bonus, deploying this whole army should be a sight to behold!&lt;br /&gt;
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===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;
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From the previous example list, not much more to add here. &lt;br /&gt;
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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;
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This costs 2440 points. If your place allows older scrolls, you could pick a Skink Chief to close at 2500.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
Stormcast Eternals, that&#039;s all these guys get&lt;br /&gt;
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==Legacy / Unsupported==&lt;br /&gt;
*&#039;&#039;&#039;[[Kroq-Gar]]/Saurus Oldblood on Carnosaur:&#039;&#039;&#039; Remember how Kroq&#039;s gauntlet was a bound spell and could just be dispelled easily, it wasn&#039;t really that effective and just ate up power dice that could be used elsewhere. Well now instead of a magic spell, his gauntlet is a missile weapon, so now it&#039;s as dispellable as an arrow to the face, which is to say not at all. Now he makes D6 shots that hit on 3+ and wound on 4+, a nice little addition that lets him soften up enemy targets before he charges. He wounds on 2+ against Chaos Daemons, however, making his gauntlet actually pretty dangerous against a Greater Daemon or Daemon Prince. In addition, it rends at -1! However what you really want Kroq-Gar for is Grymloq. See that enemy monster over there? Well, if Grymloq hits with both of his Clawed Forelimbs attacks (3+ to hit at full wounds and he doesn&#039;t need to wound,) then Grymloq pins the monster to the ground and his Massive Jaws attacks hit on 2+ rather than the normal 4+. Oh, and those Massive Jaws have five attacks, rend and cause 3 damage each rather than the D3 that regular Carnosaurs cause. That&#039;s a maximum of 15 wounds from the bites alone, and it&#039;s easily feasible to have all of the bite attacks hit with a pin. To make him more deadly against those big-wounds monsters, literally every attack except for those shooting attacks can have more than 1 damage and all but the Clawed Forelimbs rend. Kroq&#039;s spear does D3 damage, the Forelimbs do 2 damage, and all attacks but the Forelimbs rend at -1. Bang. In addition once they cause a wound, Grymloq enters Blood Frenzy which lets him run and charge, helping you hunt down those monsters even easier, chase down puny enemy heroes, or even just smash into enemy lines to give support. Unfortunately against normal enemies, Grymloq has a harder time hitting with his Massive Jaws compared to the regular Carnosaur, hitting on 4+ rather than the normal 3+, though he still retains the superior damage stat so it&#039;s all cool. In addition, he comes with the Bloodroar ability. If your opponent passes their Battleshock test withing 8&amp;quot; of Kroq-Gar, you roll your own dice. If you roll higher than what they rolled, that unit immediately fails the Battleshock test by D3. This is an okay rule normally, but against enemies like Morghast or Ogres, it can be devastating to watch up to three multi-wound juggernauts just runa way because you managed to kill just one of them. And for bonus points, this works even if your opponent cannot possibly pass their Battleshock test. You kill one of their guys and they have a bravery of 10? Doesn&#039;t matter, they still have to take the test and that means that you can hit them with a Bloodroar. Ouch. Unfortunately his Command Ability is rather limited, as it only gives two extra attacks to a second Saurus hero within 20&amp;quot;, which is not as effective as it may seem as heroes often lead from the back in AoS now. Make somebody else your general, Kroq-Gar works better as a flank attacker and monster hunter anyway.&lt;br /&gt;
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*&#039;&#039;&#039;[[Chakax]]/Saurus Eternity Warden:&#039;&#039;&#039; Chakax is now an absolutely fantastic support character. For starters, he grants nearby Temple Guard an extra attack, which can really make a difference seeing as how Temple Guard are now something of a glass cannon, so buffing their offense is a great help. But what you really want him for is his Selfless Protector rule, if he&#039;s within 2&amp;quot; of a Slann when they take an unsaved wound, Chakax can intervene and take the wound himself, suffering a mortal wound while his master remains safe. Chakax has seven wounds, which allows him to take seven bullets before dying. But the really effective thing about this is that Chakax, like any other non-Slann, can be summoned by a Slann. So if your Slann&#039;s meat-shield is killed, you can just summon him back at full wounds with no trouble. Easy.&lt;br /&gt;
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*&#039;&#039;&#039;[[Gor-Rok]]/Saurus Sunblood:&#039;&#039;&#039; Gor-Rok is basically the only on-foot Saurus Hero worth taking. 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 d3 wounds. And then, a 6 to wound deals d3 damage with that single attack. And his shield blocks every Rend up to -2, making him quite the tank, especially if buffed with an Arcane Shield. Also he can make a very fine general too with his awesome Scent of Weakness Command Ability. You can pick one enemy unit within 15&amp;quot; of Gor-Rok. Gor-Rok then tells his troops &amp;quot;fuck that unit up,&amp;quot; which lets every Saurus unit reroll failed to hit rolls against that unit until your next turn. Great for when you really need to crush a specific enemy unit fast.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tehenhauin]]:&#039;&#039;&#039; His snakes make 6s to hit an automatic mortal wound. His command ability allows every Skink within 18&amp;quot; to reroll any 1 to hit in the cmbat phase, but this is rather useless as Skinks are still pretty squishy and, with a few exceptions, should not even be in close combat in the first place. They even have a special ability that lets them bamf out of combat faster than Tretch Craventail instead of attacking, making this Commabnd Ability useless. He also has the Priestly Rites ability from regular Skink Priests, but this too is not as effective as it looks as the regular Skink Priest&#039;s Priestly Rites can effect all units within 8&amp;quot; rather than one, making it stronger than Tehenhauin&#039;s. These priestly rites are something that Tetto&#039;Eko amusingly lacks. However, unlike Tetto, the Prophet of Sotek is no longer a wizard, exchanging magic for them Priestly Rites, so I guess it all works out in the end. &lt;br /&gt;
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*&#039;&#039;&#039;[[Tetto&#039;Eko]]/Skink Starseer:&#039;&#039;&#039; His unique spell allows him to give either +1 or -1 to single dice roll made by a nearby unit in each phase, nothing to sneeze at if carefully use. His other, more important ability has both players choose a number between 1 and 6: if the players chose different numbers you get a number of rerolls equal to the number you chose, but if you and your opponent chose the same number he gets the rerolls. This makes for a rather fun mini-game with your opponent, essentially &amp;quot;guess the number I&#039;m thinking,&amp;quot; but it is also a very powerful ability as those rerolls can make or break a whole turn, especially if combines with the rerolls from Kroak. Shame he can&#039;t spam meteors anymore though.&lt;br /&gt;
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*&#039;&#039;&#039;[[Oxyot]]l:&#039;&#039;&#039; If he does nothing in the movement phase (afters 1st turn AND he was already on the board), he wounds on a 2+ in the subsequent shooting phase. But the real deal is that now Chameleon Skinks, instead of moving regularly, can just vanish during the Hero Phase and reappear anywhere you want during Movement Phase. This is on top of the ability the chameleons have to get a 3+ save as long as they occupy terrain instead of the normal terrain benefits (so no 2+ save). Basically your Chameleons can teleport in and out of the battle and appear literally anywhere they want. Nice.&lt;br /&gt;
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==External links==&lt;br /&gt;
Rules are here &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-lizardmen-en.pdf Their Warscroll Compendium]&lt;br /&gt;
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* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lordkroak-en.pdf Lord Kroak]&lt;br /&gt;
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* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-slannstarmaster-en.pdf Slann Starmaster]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusoldblood-en.pdf Saurus Oldblood (On Foot)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-oldbloodcarnosaur-en.pdf Saurus Oldblood (On Carnosaur)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancarnosaur-en.pdf Scar Veteran (On Carnosaur)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-veterancoldone-en.pdf Scar Veteran (On Cold One)]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurussunblood-en.pdf Saurus Sunblood]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-astrolithbearer-en.pdf Astrolith Bearer]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-eternitywarden-en.pdf Eternity Warden]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sauruswarriors-en.pdf Saurus Warriors]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusguard-en.pdf Saurus Guard]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-saurusknights-en.pdf Saurus Knights]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarseer-en.pdf Skink Starseer]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkstarpriest-en.pdf Skink Starpriest]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinkpriest-en.pdf Skink Priest]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skinks-en.pdf Skinks]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-chameleonskinks-en.pdf Chameleon Skinks]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-terradonriders-en.pdf Terradon Riders]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-ripperdactylriders-en.pdf Ripperdactyl Riders]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-salamander-en.pdf Salamander]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-razordon-en.pdf Razordon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-kroxigor-en.pdf Kroxigor]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-engineofthegods-en.pdf Engine]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stegadon-en.pdf Stegadon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bastiladon-en.pdf Bastiladon]&lt;br /&gt;
&lt;br /&gt;
* [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-troglodon-en.pdf Troglodon]&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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]] [[Category:Lizardmen (Warhammer Fantasy)]]&lt;/div&gt;</summary>
		<author><name>2A02:8071:B6B8:4200:304A:E70D:6E5C:5191</name></author>
	</entry>
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