You mean like how the Engine of the Gods does D6 mortal wounds to any enemy within 25" with no LOS required?
Seraphon are just as broken as Stormcast
The EoTG is horrificly random making it complety unreliable for abuse. I've had games where it literally never managed to do a single thing cuz it'd only proc irrelevant stuff. The AoE when nothing's in range, the heal in turn 1 when going first, etc.
As for seraphon in general compared to SCE:
- We're Reliant on synergies, SCE don't particularly care. hence we're easier to hamstrin by killing key-units. SCE need to be basicly routed before they start falling apart.
- Being Reliant on synergies also means we want more battalions, however this is costly and thus not really viable.
- Being Reliant on synergies and battalions means our armies tend to be very specialised and thus easy to stomp with a counterbuild
- We have few ways of dealing with sturdy targets (few mortal wounds and little rend on our stuff) SCE have a metric ton
- We have few defenses against mortal wounds, one of the few aspects in which the SCE aren't top-tier I think
- Several of our units have significant (and somewhat odd..) problems, the most Obvious being the Saurus guard or the EoTG
- Rule of one severly hamstrings our wizards and outright breaks 3! special abilities that we have.
- Summoning is a glorified thunderstrike.
- SCE have abilities that mimic spellcasting, just without the chance of it being unbound and with generally better succes rate
- SCE have acces to virtually everything (infantry, cavalry, artillery etc.) we are lacking with respect to ranged options and our cavalry is middling.
- We're Reliant on behemoths for a great deal of our effective (and cool stuff) there's a limit to how many we can field..
Enough weaknesses in comparison yet?
