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===Battleline=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Skinks-en.pdf Skinks]:''' (Conditional batteline: Seraphon army; Skinks; 85pts; Min:10; Max:40; 8 CPP to summon 10 Skinks) Your bare-basic Skinks will generally serve as fodder; A paltry 6+ save (5+ if armed with shields) and a wound apiece means a stiff breeze will more than guarantee at least a few casualties in your Skink cohort. Their individual combat abilities are scarce better; 1 attack apiece (2 for the Moonstone Clubs) that hit only on 4+ and wound on 5+ (4+ for the clubs again) make it clear these guys aren't going to be out competing Saurus anytime soon. So why bring them? Well, they're dirt cheap for a start. 85 points for 10 models will let you get some bodies on the table if only to help screen your more important units that will be doing the heavy lifting. They're also blisteringly fast for infantry; a movement of 8" with the ability to roll 2 dice and pick the best result whenever they run or get Redeployed will let them snag objectives nice and early. From there, they can usually hold long enough for your Saurus to come secure the position if needed or swiftly move in to harass as needed. If you bring Kroxigor Warspawned, you should definitely have some Skinks keep close to them. **These guys tend to get much better value in Starborne lists, where their cowardly Bravery of 5 is replaced by the army-wide 10. Between that and being fairly cheap units to summon in with CPP, it's simply easier to get more bodies on the field and get more out of them when they suffer from casualties. ** The standard box comes with the pieces to build 24 Skinks and the SC! set comes with 12. Two boxes and the start collecting gives you an even 60 which is a solid number for skink focused lists. (40 + 2x10) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Warriors-en.pdf Saurus Warriors]:''' (Battleline; Saurus; 200pts; Min:10; Max:40; 20 CPP to summon 10 Warriors) Your staunch wall of scale and spears. Though their point cost has doubled since last edition, they received an extra wound each and the benefit of a +1 to their save while contesting objectives or while they're within your territory. To that end, combined with their 8 Bravery, these guys will hold the line better than ever. This did come at the cost of their prior ability to gain +1 to hit while over 15 models in their unit, however. This isn't really an issue for units armed with Celestite Clubs, though depending on the support available and number of models you've kitted out a unit with, the Celestite Spears offer better DPR due to their 2" attack range despite hitting on 4's. Having said this, and considering their plodding 5" movement, it's really not their job to rush down your opponent's forces. These guys are designed to pick a point and hold it. So long as tell them to, hold it they shall. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//Seraphon_warscroll_Saurus-Guard-en.pdf Saurus Guards]:''' (Conditional battline: Seraphon army; Saurus; 130pts; Min:5; Max:20; 22 CPP to summon 10 Guard) Unfortunately skipped over for the recent range refresh. A pity, as these guys ''really'' show their age when standing next to the new and improved Saurus Warriors. Functionally, these guys are Saurus Warriors+ as they have a 3+ save independent of battlefield conditions and a consistent 3+ to hit with their 2" Celestite Polearms. The main purpose of these scaled bodyguards is to accompany and protect non-{{W40kkeyword|Monster}} Seraphon Hero characters. Whenever such a {{W40kkeyword|Seraphon Hero}} takes a regular or mortal wound and a unit of Saurus Guards is within 3" of them, these guys can sponge it instead on a roll of 3+. Useful if you have them accompany an OldBlood (on foot or Aggradon) as an elite hit squad, though in all honesty these guys are better suited to protecting your Slann casters, for obvious reasons. Due to their price point, you may want to avoid splurging on these guys in lower point games. **Did some play testing, these guys actually are better in starborne detachment than coalesced. They cannot be brought back in coalesced and get situational buffs, while starborne just keeps popping more out. A battalion that isn't a super battalion for these guys would be nice though. In certain situations/games, Saurus may be a better option than these guys (see Saurus entry above). **Astonishingly enough, no one has mentioned the combination of these guys and Lord Kroak. The combination of a 15-man unit of Guard alongside LK makes him damn near unkillable. Set this up and run down the middle of the board and watch your opponent fucking weep.
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