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===Battleline=== *'''Saurus Warriors:''' (Saurus; Battleline; 90/330pts; Min:10; Max:40; 12 Summon points for a unit of 10, 18 for a unit of 20) Saurus Warriors are one of the best Battleline units of any faction, period. With Bravery 10, 5+ Save that doesn't get affected by -1 Rend, two attacks each, and guaranteed "Run" move of 5", they're rock solid. Get +1 to hit if the unit has 20+ models, and everyone gets an extra attack when they're 30+. Nice. Only the meanest Heros and Monsters will kill them fast; in every other circumstance, you can rely on them to [[get shit done]]. Tarpitting things, holding objectives, killing hordes, or anything you want, they will do it, and do it well. Make them the anchor of your army, and you won't be disappointed. ** Alternate Opinion: While the above may have been true about Saurus Warriors when the battletome was new, Saurus Warriors in the current meta struggle to accomplish... well, anything. Within the Seraphon community they are widely regarded as the most useless unit in the Seraphon faction, and essentially no competitive lists utilize them in any significant way. In fact, this is true of Saurus generally. As of the time of this edit, it is essentially unheard of for "competitive" Seraphon lists to utilize Saurus of any kind in any significant way. Current Seraphon lists center on summoning, smart use of Skink battleline, and monsters. Most lists employ either the Shadowstrike or Thunderquake battalions--neither of which call for any Saurus. *'''Saurus Guards:''' (Saurus; Seraphon Battleline; 80pts; Min:5; Max:20; 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". 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. **Sadly, this guy only has one wound per model, and they come in units of multiple of 5, so better give them an anti-magic umbrella if you want them alive, or simply don't bring them if you expect heavy MW opposition. ** Also, see alternate opinion on Saurus Warriors, above. *'''Saurus Knights:''' (Saurus; Seraphon Battleline; 80pts; Min:5; Max:20; 12 Summon points for a unit of 5) A bunch of lizards riding lizards, each able to be armed with a bevy of tools. Weirdly, these stats is akin to Monstrous or Elite infantry rather than cavalry: they move at 7" and thave 2 wounds. If armed with spears, a 6 to wound inflicts a wound + mortal wound (when charging). The Wardrums lets them guarantee 14", but they themselves can't make an actual Run later on the phase. Run a Scar-Vet on Cold One with a Skink Starpriest to Bite enemy devour Peasants in a blink of an Eye. ** Also, see alternate opinion on Saurus Warriors, above. *'''Skinks:''' (Skinks; Seraphon Battleline; 70pts; Min:10; Max:20; 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're at 30+, and can retreat when charged. They are stupidly fast for infantry and not that squishy because of their shields, unlike the plenty of skirmishers of the game. The hit-and-run tactic should not be overlooked because in AoS, even if you get charged, your enemy can't attack swing with all his units. The must ask: Do they deal damage to your annoying Skinks that will flee, or do they prioritize dealing with your high-value targets? Great for mind games. One of the underrated rockstars. ** The standard box comes with the pieces to build 24 Skinks, though, with a bit of kitbashing, you can turn those 4 extras into a team of Skink Handlers and a Priest. ** Alternate Opinion: Along with the Summoning mechanic, Skinks are the heart and soul of any "competitive" Seraphon list in the current meta. They require some mind-gaming to make work, but are absolutely necessary for objective taking, and with a little fanagling, they are capable of truly impressive movement.
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