Troglodon
Xlanax_lot
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I recently played a 1500 Seraphon list that was really fun to play and actually somewhat competitive if you play it right (Killed 2 stone horns by the second turn). Here it is in case you guys want to give it as shot:

How I played it is as follows:
Skink Star-priests: each give the serpent staff ability to one of the carnosaurs, and cast starlight and mystic shield on the carnosaur that needs it the most.
Astrolith Bearer: This gives re-rolls to hit on the carnosaurs, this is huge because that means that most likely you will get +2 to hit on the bites, and it also makes casting the spells so much easier
Oldblood on Carnosaurs: Have one be your general and cast his command ability on the bite attack. This puts your attacks at 7 2+ 3+ rend -1 damage 3 (6 if you roll 6 to wound) with is really good. also by choosing reckless you most likely be able to charge where you want to charge. Also an important point is to make sure to use the sunbelt gauntlet to make casualties on the units you are not going to charge so that you can take advantage of the Bloodroar. there are very few things that can stay in the way of two carnosaurs buffed like this
Skinks Skirmishers: Use these as screens to protect your carnosaurs from unwanted charges and to guarantee you get the charges you want. they are also key for taking objectives
Ripperdactils: these are meant to eliminate the most immediate threats on the back of the enemy lines, like Stormfiends, Skyfires, and other shooty units that can cripple your army as well as mess with your enemy strategy
Let me know what you guys think about this list, and how you think can be improved
NOTE: if you want you can switch the other skink starpriest for one of the following:
Lore Master of Hoeth: Rerroll hits and wounds on one of your carnosaurs
Battle Mage Beasts: 6 damage on a 5+ instead of a 6+ and to wound roll of 2+
Skink Priest: Re-rroll saves on all of your carnosaurs

How I played it is as follows:
Skink Star-priests: each give the serpent staff ability to one of the carnosaurs, and cast starlight and mystic shield on the carnosaur that needs it the most.
Astrolith Bearer: This gives re-rolls to hit on the carnosaurs, this is huge because that means that most likely you will get +2 to hit on the bites, and it also makes casting the spells so much easier
Oldblood on Carnosaurs: Have one be your general and cast his command ability on the bite attack. This puts your attacks at 7 2+ 3+ rend -1 damage 3 (6 if you roll 6 to wound) with is really good. also by choosing reckless you most likely be able to charge where you want to charge. Also an important point is to make sure to use the sunbelt gauntlet to make casualties on the units you are not going to charge so that you can take advantage of the Bloodroar. there are very few things that can stay in the way of two carnosaurs buffed like this
Skinks Skirmishers: Use these as screens to protect your carnosaurs from unwanted charges and to guarantee you get the charges you want. they are also key for taking objectives
Ripperdactils: these are meant to eliminate the most immediate threats on the back of the enemy lines, like Stormfiends, Skyfires, and other shooty units that can cripple your army as well as mess with your enemy strategy
Let me know what you guys think about this list, and how you think can be improved
NOTE: if you want you can switch the other skink starpriest for one of the following:
Lore Master of Hoeth: Rerroll hits and wounds on one of your carnosaurs
Battle Mage Beasts: 6 damage on a 5+ instead of a 6+ and to wound roll of 2+
Skink Priest: Re-rroll saves on all of your carnosaurs