Troglodon
Ixt
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It's recently been posited that enemy wizards do not measure to our Arcane Vassals when determining whether they may unbind cast spells, and I'm inclined to agree that the rules support this position. If you disagree, please post in the thread on the rules forum rather than here. If it turns out that you're right, then this is all moot and it can fade to the backpages!
Now, all of these Arcane Vassals can find a good spot just about anywhere on the field. Stick them with just about any unit that needs spell support, and you'll do just fine. I'm gonna focus on tactics that propel the Arcane Vassal in a more active, more aggressive role that goes beyond the normal "sit between a bunch of units and provide spell support."
A few of our options aren't very effective in a role that centers on simply being a vassal/forming a unit around that role. I've featured them in a 'summoned' spot (often summoned through another vassal), but I'm open to new ideas!
Let's start with a list:
Tehenhauin, Prophet of Sotek (Skink Prophet),
Tetto'Eko (Starseer),
Oxyotl (Stalker),
Skink Chief,
Skink Priest,
Skink Starpriest,
Engine of the Gods,
Troglodon.
For all intents and purposes, the Troglodon seems to be our best Arcane Vassal in battles over 125 wounds or 150 wounds. It's a choice that isn't quite as list-dependent as others, and the Troglodon makes a fantastic escort for our 8"+-move options. There's nothing flashy here, but the Trog is a pretty well-rounded monster as far as monsters go; lots of wounds, a gradual damage table, high bravery, okay attacks, and a nice charge bonus. Couple all of that with the ability to unbind a spell, and it becomes a modest toolkit. With fielded mobility offering support (and possible magical assistance later), it's pretty good at seizing area in the early game.
Consider utilizing the Troglodon with forces that have some number to them (rather than another monster, unless you intend to make an entire wound-heavy 'pack' of monsters). I've already recommended Salamanders in another thread, of course. I've posted that information in the following spoiler.
Based on my experiences, the Troglodon's biggest problem is that it cannot hold its own against units/models specialized for close combat: therefore, Kroxigor, Salamanders & our Razordons also make great buddies. Like everything in the Seraphon army, they'll appreciate some magic assistance from a Slann. Additionally, the 'Thunderquake Starhost' can very easily become active if you're going to field these tandems, and it is an *extremely* powerful battalion choice.
The Kroxigor's ability, 'Energy Transference,' for example, becomes active if they are within 3" of a Troglodon, allowing them to reroll wound rolls of 1 against enemy models/units - an enemy that is also losing 1 point to Bravery. Stack the Troglodon & Kroxigor combo with Mystic Shield on the Krox, and this tandem becomes one that will devastate many lone models/small multi-wound units. You'll get much more mileage out of the Moon Hammer's 'Sweeping Blows,' and 'Jaws like a Steel Trap' will become slightly more relevant (for what it's worth).
The Kroxigor, too, subtract from the Troglodon's close combat profile - a profile that can't much hold its own in a melee. Feel like you'll need more defense? Summon a Skink Prophet to reroll saves. Need more offense? A summoned Astrolith Bearer will help the army altogether. Go nuts with the summoned support for these guys: you can tailor it to your opponent with ease, and they probably can't unbind it. As far as Arcane Bolt is concerned, I'll take a virtually un-unbindable D3 mortal wounds in the hero phase any day of the week, especially if it keeps my own multi-wound models safer and I'm backing that up with D3 Noxious Spittles in shooting. Both of those might be enough to make my opponent reconsider moving closer!
Despite the fact that this takes a good deal of committment in a wound-limited list (3 Kroxigor & 1 Troglodon come in at 24 wounds), it still functions well as either an anvil or a hammer: a heavy-hitting unit backed up with some range and additional spellpower. Though they *can* be, they don't *need* to be played particularly aggressively if you know that they'll be getting charged.
On the other hand, Razordons ought to be played aggressively due to the meager 12" range of their shots. They also work pretty well, but they're something of a gamble without either the 'insights' granted by some of our casters (which may be better off spent elsewhere) and the rerolls granted by skink handlers (which cost extra wounds). Don't jump to conclusions just yet, however!
What they lack in melee they make up for in voluminous ranged attacks and an okay anti-charge ability, 'Instinctive Defense.' If you field 4 Razordons & 1 Troglodon (24 wounds again), summoning a Starseer to accompany them will transform their volatility into something much more consistent. Both 'Cosmic Herald' (which grants insights) and 'Curse of Fates' (make that 4+ anti-charge into a 3+) reduce the unpredictability of their ranged attack and 'Instictive Defense.' Their saves make them fairly formidable; not as offensive as Salamanders, because they make up for it in defense. Picking the right unit to chase down with these guys is key!
This is a 'unit' that can fill quite a few roles, none of them so simple as 'hammer' or 'anvil.' I'd call it 'chaff,' but it feels more damaging than that (and expensive, to be fair). They wreak havoc on infantry units.
I haven't mentioned it before, but... skinks. Skinks always seem to be a good decision.
I'll edit these posts later and touch them up with snazzy graphics and bolded font. For now, I'm focusing on producing tactics. Next up, the Stalker! How about a Vassal that channels three spells from the Slann, and then immediately disappears for the remainder of the turn? Pretty incredible offensive option: the invisible Vassal!
Now, all of these Arcane Vassals can find a good spot just about anywhere on the field. Stick them with just about any unit that needs spell support, and you'll do just fine. I'm gonna focus on tactics that propel the Arcane Vassal in a more active, more aggressive role that goes beyond the normal "sit between a bunch of units and provide spell support."
A few of our options aren't very effective in a role that centers on simply being a vassal/forming a unit around that role. I've featured them in a 'summoned' spot (often summoned through another vassal), but I'm open to new ideas!
Let's start with a list:
Tehenhauin, Prophet of Sotek (Skink Prophet),
Tetto'Eko (Starseer),
Oxyotl (Stalker),
Skink Chief,
Skink Priest,
Skink Starpriest,
Engine of the Gods,
Troglodon.
For all intents and purposes, the Troglodon seems to be our best Arcane Vassal in battles over 125 wounds or 150 wounds. It's a choice that isn't quite as list-dependent as others, and the Troglodon makes a fantastic escort for our 8"+-move options. There's nothing flashy here, but the Trog is a pretty well-rounded monster as far as monsters go; lots of wounds, a gradual damage table, high bravery, okay attacks, and a nice charge bonus. Couple all of that with the ability to unbind a spell, and it becomes a modest toolkit. With fielded mobility offering support (and possible magical assistance later), it's pretty good at seizing area in the early game.
Consider utilizing the Troglodon with forces that have some number to them (rather than another monster, unless you intend to make an entire wound-heavy 'pack' of monsters). I've already recommended Salamanders in another thread, of course. I've posted that information in the following spoiler.
I've had some success running 4 Salamanders (minimum 4 or 2 groups of 2, no skink handlers) as a kind of 'heavy supporting-fire group' that accompanies infantry. I have also enjoyed running them downfield with a Troglodon and some skink handlers to grab up land early/make a path for slower units. As a general note, I have not had good fortune running Salamanders/handlers unsupported (except during the late game, and only if they are healthy). Some stuff in our warscrolls can do that (Razordons, yum - bye Chaff!), but Sals don't seem to do it especially well.
In my melee-heavy/infantry-heavy armies, they are automatically included and accompany blocks' flanks as a kind of delivery mechanism. This manner of usage compliments both their short-range shooting attack & relatively fragile profile, keeping them mostly unharmed for later turns. Their 'many-hats' design makes them extremely effective in the late-game if they are kept healthy; in my experience, their versatility has allowed them to pursue weakened units/lone heroes or monsters (in any manner of your choosing) with great results.
For this reason, I do not use them as chaff (we have much better options, like Terradons). In addition, it's a role that will save you the extra wounds that would have been spent on Skink Handlers, which aren't really necessary in this type of build; the extra range isn't needed, because melee is gonna be coming at your infantry blocks regardless. Maybe it's counter-intuitive, but I prefer Sals over Razordons in this capacity, which is really weird for me to be saying because I always preferred Razors over Sals in 8th. o_o Woah. Weird. I am not used to saying that at all.
The damage caused by their 'Stream of Fire/It Burns' effect is much more substantial against units that would have already been taking Battleshock tests (rather than being limited to the shooting phase, where it's just kinda meh), so it's important that the foe has some susceptibility to Battleshock. If the enemy-in-range is a monster, well, that monster's probably in for trouble regardless and your opponent has made a costly mistake.
Anyway, in the shooting phase, 3 attacks will likely hit, with 2 likely wounding, and at a -2 Rend, you could very well be seeing 2 failed saves (opening the door to 2D6 damage). That's an alright bit of damage (not a phenomenal average at all coming from a soft 12-wound unit), but the real beauty for me has been the lasting effect via 'It Burns!' mortal wounds. The 4+ is the barrier here, but it's not an especially bad one. If nothing else, it reminds me why I field them as support. =P
Testing for 2D3 mortal wounds prior to combat is not only stressful, but it wreaks hell on a monster's damage table/unit's Battleshock test, potentially turning a won round into a lost one (especially when compounded with wounds from shooting & combat). On top of that, scoring 3D3 'It Burns!' with 4 Salamanders ain't exactly unrealistic.
More frustrating is that your opponent either can't shoot at them due to having melee-only units/no LOS, or it'll probably be pointless to shoot at them/charge them instead of their accompanying infantry block.
Low 'It Burns!' rolls will see you negating a unit size bonus to a large squad's Battleshock (not bad) or killing off some models from smaller multi-wound-model units (pretty good). Decent rolls, however, will put a massive strain on your opponent's strategy - Salamanders are devastating against beat-up units. They have such a withering (corrosive?
) effect that one good combat with their added support will likely enable your large block to withdraw from combat and look further downfield, while they rip up the remaining fodder.
To wrap up, I've typically fielded this 'squadron' between infantry blocks, usually our less impressive ones (skinks/saurus) or damaged ones. Whether that's toward the center of the field depends on the battle type, but they'll find a nice home toward the center of your forces (or, if you choose to stack heavy to one side, slightly behind the front line of & far beside the leading force).
Most battles, my 4 Sals have bounced from damaged unit to damaged unit, effectively extending my infantry's longevity at times when they would have been wiped out by the enemy (or reduced beyond useability).
If you anticipate taking both Salamanders and a monster, then consider utilizing that monster with them. If you like the thought of a monster tandem, they actually synergize pretty well with the Troglodon. You may need Skink Handlers to aid them in this capacity, but a Troglodon will let you shift your Salamanders away from the infantry that keeps them safe, and it alters their army role from combat support to a much more engaged, downfield utility. You could probably run 3 if you plan to do it this way, but I prefer starting the game with 4.
Don't get me wrong: this isn't a super-offensive combination, but it's one that vanilla units/slow units/elite melee units will have a pretty hard time approaching if you can seize some open field. Played aggressively, your opponent is going to have to consider whether the part of the board that your monsters are occupying is worth the effort/resources/change in strategy required to evict them. I don't know the term for it, but they threaten space very effectively. It's going to buy you some time, and it'll give you substantial room to breathe/advance.
They further compound one another's 'support fire' role since the Troglodon subtracts an additional point from Bravery, its Oracle unbinds the spells that your opponent should definitely be throwing at the Salamanders, it possesses the early-game mobility/range to actually keep up with the Salamanders and grab land early (as I mentioned previously), its ranged attack will make chaff/cav think twice about getting too close (charge bonus from spit is pretty nuts here), plus, it's an Arcane Vassal. Added protection/utility for a potential Slann. Now we're seeing a crapton of utility & synergy happening here. Mystic Shield for 4+ Sals, anyone? Maybe summon some more troops downfield? Summon an Astrolith Bearer, perhaps? Nifty!
If I had to assign two units to a tandem (which is usually a good idea when composing an army, and then making tandems into tandems, etc.), these two make a pretty good one. Skinks can be thrown into the mix if you have nowhere else to put them, but these fellas have almost never needed a screen for me.
TLDR: Alone, 4 Salamanders are just a nice heavy-fire (or, 'heavy-acid,' rather
) early-game support tandem, and it allows them to easily shift into a chaffy/clawy late-game role. Kept healthy, they're a cool option that evolves as the game progresses. If your opponent gets comfortable seeing them near blocks, it'll very likely lead you into some highly advantageous spots after turn 3.
Fielded with a Troglodon/handlers, their role CAN change entirely to blitz land and threaten space, but it also works just fine in that reserved capacity w/ infantry (allowing you to hold onto them for later).
I hope that these opinions are helpful.


Hm.. I feel like I didn't give my beloved Razordons enough credit in this thread. Maybe I'll do another write-up for them. They're great with a Troglodon as well, but they have other strengths in a different format.
In my melee-heavy/infantry-heavy armies, they are automatically included and accompany blocks' flanks as a kind of delivery mechanism. This manner of usage compliments both their short-range shooting attack & relatively fragile profile, keeping them mostly unharmed for later turns. Their 'many-hats' design makes them extremely effective in the late-game if they are kept healthy; in my experience, their versatility has allowed them to pursue weakened units/lone heroes or monsters (in any manner of your choosing) with great results.
For this reason, I do not use them as chaff (we have much better options, like Terradons). In addition, it's a role that will save you the extra wounds that would have been spent on Skink Handlers, which aren't really necessary in this type of build; the extra range isn't needed, because melee is gonna be coming at your infantry blocks regardless. Maybe it's counter-intuitive, but I prefer Sals over Razordons in this capacity, which is really weird for me to be saying because I always preferred Razors over Sals in 8th. o_o Woah. Weird. I am not used to saying that at all.
The damage caused by their 'Stream of Fire/It Burns' effect is much more substantial against units that would have already been taking Battleshock tests (rather than being limited to the shooting phase, where it's just kinda meh), so it's important that the foe has some susceptibility to Battleshock. If the enemy-in-range is a monster, well, that monster's probably in for trouble regardless and your opponent has made a costly mistake.
Anyway, in the shooting phase, 3 attacks will likely hit, with 2 likely wounding, and at a -2 Rend, you could very well be seeing 2 failed saves (opening the door to 2D6 damage). That's an alright bit of damage (not a phenomenal average at all coming from a soft 12-wound unit), but the real beauty for me has been the lasting effect via 'It Burns!' mortal wounds. The 4+ is the barrier here, but it's not an especially bad one. If nothing else, it reminds me why I field them as support. =P
Testing for 2D3 mortal wounds prior to combat is not only stressful, but it wreaks hell on a monster's damage table/unit's Battleshock test, potentially turning a won round into a lost one (especially when compounded with wounds from shooting & combat). On top of that, scoring 3D3 'It Burns!' with 4 Salamanders ain't exactly unrealistic.
More frustrating is that your opponent either can't shoot at them due to having melee-only units/no LOS, or it'll probably be pointless to shoot at them/charge them instead of their accompanying infantry block.
Low 'It Burns!' rolls will see you negating a unit size bonus to a large squad's Battleshock (not bad) or killing off some models from smaller multi-wound-model units (pretty good). Decent rolls, however, will put a massive strain on your opponent's strategy - Salamanders are devastating against beat-up units. They have such a withering (corrosive?
To wrap up, I've typically fielded this 'squadron' between infantry blocks, usually our less impressive ones (skinks/saurus) or damaged ones. Whether that's toward the center of the field depends on the battle type, but they'll find a nice home toward the center of your forces (or, if you choose to stack heavy to one side, slightly behind the front line of & far beside the leading force).
Most battles, my 4 Sals have bounced from damaged unit to damaged unit, effectively extending my infantry's longevity at times when they would have been wiped out by the enemy (or reduced beyond useability).
If you anticipate taking both Salamanders and a monster, then consider utilizing that monster with them. If you like the thought of a monster tandem, they actually synergize pretty well with the Troglodon. You may need Skink Handlers to aid them in this capacity, but a Troglodon will let you shift your Salamanders away from the infantry that keeps them safe, and it alters their army role from combat support to a much more engaged, downfield utility. You could probably run 3 if you plan to do it this way, but I prefer starting the game with 4.
Don't get me wrong: this isn't a super-offensive combination, but it's one that vanilla units/slow units/elite melee units will have a pretty hard time approaching if you can seize some open field. Played aggressively, your opponent is going to have to consider whether the part of the board that your monsters are occupying is worth the effort/resources/change in strategy required to evict them. I don't know the term for it, but they threaten space very effectively. It's going to buy you some time, and it'll give you substantial room to breathe/advance.
They further compound one another's 'support fire' role since the Troglodon subtracts an additional point from Bravery, its Oracle unbinds the spells that your opponent should definitely be throwing at the Salamanders, it possesses the early-game mobility/range to actually keep up with the Salamanders and grab land early (as I mentioned previously), its ranged attack will make chaff/cav think twice about getting too close (charge bonus from spit is pretty nuts here), plus, it's an Arcane Vassal. Added protection/utility for a potential Slann. Now we're seeing a crapton of utility & synergy happening here. Mystic Shield for 4+ Sals, anyone? Maybe summon some more troops downfield? Summon an Astrolith Bearer, perhaps? Nifty!
If I had to assign two units to a tandem (which is usually a good idea when composing an army, and then making tandems into tandems, etc.), these two make a pretty good one. Skinks can be thrown into the mix if you have nowhere else to put them, but these fellas have almost never needed a screen for me.
TLDR: Alone, 4 Salamanders are just a nice heavy-fire (or, 'heavy-acid,' rather
Fielded with a Troglodon/handlers, their role CAN change entirely to blitz land and threaten space, but it also works just fine in that reserved capacity w/ infantry (allowing you to hold onto them for later).
I hope that these opinions are helpful.
Hm.. I feel like I didn't give my beloved Razordons enough credit in this thread. Maybe I'll do another write-up for them. They're great with a Troglodon as well, but they have other strengths in a different format.
Based on my experiences, the Troglodon's biggest problem is that it cannot hold its own against units/models specialized for close combat: therefore, Kroxigor, Salamanders & our Razordons also make great buddies. Like everything in the Seraphon army, they'll appreciate some magic assistance from a Slann. Additionally, the 'Thunderquake Starhost' can very easily become active if you're going to field these tandems, and it is an *extremely* powerful battalion choice.
The Kroxigor's ability, 'Energy Transference,' for example, becomes active if they are within 3" of a Troglodon, allowing them to reroll wound rolls of 1 against enemy models/units - an enemy that is also losing 1 point to Bravery. Stack the Troglodon & Kroxigor combo with Mystic Shield on the Krox, and this tandem becomes one that will devastate many lone models/small multi-wound units. You'll get much more mileage out of the Moon Hammer's 'Sweeping Blows,' and 'Jaws like a Steel Trap' will become slightly more relevant (for what it's worth).
The Kroxigor, too, subtract from the Troglodon's close combat profile - a profile that can't much hold its own in a melee. Feel like you'll need more defense? Summon a Skink Prophet to reroll saves. Need more offense? A summoned Astrolith Bearer will help the army altogether. Go nuts with the summoned support for these guys: you can tailor it to your opponent with ease, and they probably can't unbind it. As far as Arcane Bolt is concerned, I'll take a virtually un-unbindable D3 mortal wounds in the hero phase any day of the week, especially if it keeps my own multi-wound models safer and I'm backing that up with D3 Noxious Spittles in shooting. Both of those might be enough to make my opponent reconsider moving closer!
Despite the fact that this takes a good deal of committment in a wound-limited list (3 Kroxigor & 1 Troglodon come in at 24 wounds), it still functions well as either an anvil or a hammer: a heavy-hitting unit backed up with some range and additional spellpower. Though they *can* be, they don't *need* to be played particularly aggressively if you know that they'll be getting charged.
On the other hand, Razordons ought to be played aggressively due to the meager 12" range of their shots. They also work pretty well, but they're something of a gamble without either the 'insights' granted by some of our casters (which may be better off spent elsewhere) and the rerolls granted by skink handlers (which cost extra wounds). Don't jump to conclusions just yet, however!
What they lack in melee they make up for in voluminous ranged attacks and an okay anti-charge ability, 'Instinctive Defense.' If you field 4 Razordons & 1 Troglodon (24 wounds again), summoning a Starseer to accompany them will transform their volatility into something much more consistent. Both 'Cosmic Herald' (which grants insights) and 'Curse of Fates' (make that 4+ anti-charge into a 3+) reduce the unpredictability of their ranged attack and 'Instictive Defense.' Their saves make them fairly formidable; not as offensive as Salamanders, because they make up for it in defense. Picking the right unit to chase down with these guys is key!
This is a 'unit' that can fill quite a few roles, none of them so simple as 'hammer' or 'anvil.' I'd call it 'chaff,' but it feels more damaging than that (and expensive, to be fair). They wreak havoc on infantry units.
I haven't mentioned it before, but... skinks. Skinks always seem to be a good decision.
I'll edit these posts later and touch them up with snazzy graphics and bolded font. For now, I'm focusing on producing tactics. Next up, the Stalker! How about a Vassal that channels three spells from the Slann, and then immediately disappears for the remainder of the turn? Pretty incredible offensive option: the invisible Vassal!
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