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Tutorial Seraphon Overview (updated to AoS 3.0)

Great! Thank you very much!

A couple of remarks:

1) Can you, please, note in the Stegadon section, that +1 save is only works against single unit with less than 5 models? Otherwise, stegadon may look way better, than it actually is.

2) On several occasions you mentioned units in Koatl's Claw getting +1 to-hit on charge (Kroxigor, Ripperdactyl). But it only applies to SAURUS units, unfortunately. But still, ripperdactyls can get +2 to-hit - one from shadowstrike ability and another one from Skink Priest's command ability.

i'll fix it asap. tnx
 
It was true before, but now now you just throw dice, when in range. They are not the number of attacks.



Yeah, just noticed it. Shame, that Chief's CA works only on melee. But Salamanders would be broken otherwise.
do we have any way to increase attacks by one on ranged or just universally? because that would still do it
 
remarks:
- EoTG: can be used for some hilarious healing combo's. An EoTG + bound lifeswarm + the healing spell a slann gets allows you to heal something for potentially 3D3. Which is fairly hilarious. Also, with its healing it is reasonaby self-sufficient. Which is nice. It plays vastly different than how it used to, but I'd be very surprised if it wouldn't find it's way back into competitive lists with ease. I mean, just imagine the nonsense you can pull supporting a bastiladon with 3D3 heals.

- scar vet on cold one/carno: both can be used in the firelance if I understood it correctly.

added! :)
 
I would say we are no longer a glass cannon army. With coalesced you can mitigate a lot of dmg just from reducing dmg from attacks by 1. Also Saurus are a 4+save and there are multiple ways to get +1 to save and as always reroll 1s to save. We can produce some seriously sturdy units.
It’s really excellent protection against multi attack 2 damage stuff, and is generally pretty useful against high damage stuff. Stuff like cavalry charges and big monsters are much less of a threat, but we are very susceptible to a bunch of rend 1 damage 1 attacks from stuff like plague monks. But overall we are much, much more survivable
 
It’s really excellent protection against multi attack 2 damage stuff, and is generally pretty useful against high damage stuff. Stuff like cavalry charges and big monsters are much less of a threat, but we are very susceptible to a bunch of rend 1 damage 1 attacks from stuff like plague monks. But overall we are much, much more survivable

No more susceptible to rend 1 then before or most other armies.
 
remarks:

- Ravenak: it's a fairly big model, as a bound endless spell you could use it to screw with your opponent's positioning a lot. Have it chase away minor support units from the frontline, or clean out small units trying to hold an objective on their own. It's probably not going to annihilate anything super valuable, but cleaning out an objective, or forcing say an enemy necromancer to stay away can be rather usefull. Plus, it's cheap & easy to cast & quite fast. And with its size and speed you're quite likely to hit multiple units each turn.

- Pendulum: since we can control it's movement, dump it on an objective, swing it back and forth, deny your opponent the objective (or acces to another vital area).

- Palisade: bound one is usefull if you use the automatic unbind. I guess this will have its uses on occasion given that it can be used to completly cover the flank of a slann.

- chromatic cogs: how do you want to use the movement yourself if you immeadiatly dispell it? Doesn't it need to last until your own movement phase for that to be possible?
 
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- chromatic cogs: how do you want to use the movement yourself if you immeadiatly dispell it? Doesn't it need to last until your own movement phase for that to be possible?

Checked … it says you set the kind of effect and it lasts 'til your next hero phase. Alas, you set it at the end of the hero phase, so it cannot be dispelled at that point.
Even more: you cannot even cast the extra spell in the first turn!


good points about the other spells
 
One combo I've been thinking about( and it's a lot of point investments, probably won't be good for big tournaments, but..) coalesced thunderlizard troglodon buffed up to 2+ save send him in. With emerald lifeswarm and his own heal he is getting 2d3 healing. Throw in engine for possible additional 2d3 healing and give Kroak healing spell. Send trog in and have an AB near Kroak, enjoy celestial Deliverance with a 16inch range around a 2+ save, 14 wound healing monster.

All this assume trog survives a round of combat..or 2
 
@Killer Angel i found the way to double the flamers!!!

skink Chief on STEG in thunder lizard. Make the Chief the General. Have the STEG have the flamers. CREW count as MOUNT! The trait doesn’t split missle or melee!

so the chief says the item affects him to differentiate between the mount and him, but the trait says mount specifically.
 

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@Killer Angel i found the way to double the flamers!!!

skink Chief on STEG in thunder lizard. Make the Chief the General. Have the STEG have the flamers. CREW count as MOUNT! The trait doesn’t split missle or melee!

so the chief says the item affects him to differentiate between the mount and him, but the trait says mount specifically.

I need to check.it. :D
 
Good idea, but I don’t think it would work, it says “roll a number of dice equal to the number of models”, not “roll a number of dice equal to the attacks characteristic of this weapon for each model in the enemy unit” so I don’t think it would work :/
 
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