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==Battalions== ===From Battletome Seraphon=== '''Sunclaw Starhost:''' (130pts; Min:520pt; Max:1240pts) ''1 Sunblood + 3 Saurus Warriors'' *They all get an extra attack on their bite and their weapons gain -1 rending and 2 damage against daemons. Meh. Least it's easy to build. **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's the base for much better Fangs of Sotek Battalion, so build it so it's always on hand! '''Eternal Starhost:''' (150pts; Min:530pt; Max: 1250) ''1 Eternity Warden + 3 packs of Saurus Guard. '' *All Guard gain +1 to their save when near the Warden and if they don't move, their polearms get d3 damage. This benefit still works even if your Saurus Guards pile in this Combat Phase. 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+. Keep in mind, however, that they still die quite fast to Mortal Wounds. '''Firelance Starhost:''' (150pts; Min: 490pts; Max: 1350pts) ''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. '''Shadowstrike Starhost:''' (180pts; Min:520pt. Max: 1700pts) ''A Skink Starpriest or a Skink Priest takes two units of the following list: Skinks or Chameleon Skinks; as well as one unit of either Terradon Riders or Ripperdactyl Riders.'' *You get three abilities: '''Stealthy Advance''': You roll 2D6 for every unit in this battalion after setup and move it up to at most these inches. '''The Trap is Sprung''': Your Priest picks a 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. '''Strike from the Skies''': 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" 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 stat and the toad rage ability (since they can swoop down right next to the toad). '''Thunderquake Starhost:''' (120pts; Min: 750pt; Max:1520pts) '' Troglodon or Engine of the Gods + two of any combo of either Stegadons or Bastilodons + either Kroxigor or a Salamander/Razordon with Handlers.'' *this one's got a lot of variety for a formation. 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.
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