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AoS Fixing Serephon

Alright, I have been doing some reading and we may need to change a few things;
For the alliegence abilities for fairness we may have to remove the made of starstuff and the rend reduction, in the place of reroll failed saves of 1, as an army wide reduction of rend is huge, as in not even stormcast have that o_O
Other stuff; saurus knights might have to go down 1 wound to bring them more inline with their points cost as 3 wounds and 5 models is pretty crazy
 
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Alright, I have been doing some reading and we may need to change a few things;
For the alliegence abilities for fairness we may have to remove the made of starstuff and the rend reduction, in the place of reroll failed saves of 1, as an army wide reduction of rend is huge, as in not even stormcast have that o_O
Other stuff; saurus knights might have to go down 1 wound to bring them more inline with their points cost as 3 wounds and 5 models is pretty crazy
we can always change points. as is our army already has rend resistance on 66% of our units i just slapped it on the rest of them. and stormcast aren't very good at the moment. i might have agreed with this point if i hadn't just read all if the new warscrolls for waaagh and cities rend -1 is almost universal and all cavalry has -2 on the charge.and the huracanum throws out between 4 and 15 with an avrage of 10 mortal wounds a turn:confused: this thing can kill a 10 man a turn that's nuts!i think armies are getting more powerful over all
your right pop knights up to 150 to make them comparatively priced i knew i missed something.
 
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we can always change points. as is our army already has rend resistance on 66% of our units i just slapped it on the rest of them. and stormcast aren't very good at the moment. i might have agreed with this point if i hadn't just read all if the new warscrolls for waaagh and cities rend -1 is almost universal and all cavalry has -2 on the charge.and the huracanum throws out between 4 and 15 with an avrage of 10 mortal wounds a turn:confused: this thing can kill a 10 man a turn that's nuts!i think armies are getting more powerful over all
your right pop knights up to 150 to make them comparatively priced i knew i missed something.
Sounds good, rend resistance will not be changed. But dam those waagh and cities sound broken, even more so than DoK! Taking that into account reducing rend by one seems pretty mild. As for knights 150 seems good, play testing should reveal if we need to increase or decrease points
 
Sounds good, rend resistance will not be changed. But dam those waagh and cities sound broken, even more so than DoK! Taking that into account reducing rend by one seems pretty mild. As for knights 150 seems good, play testing should reveal if we need to increase or decrease points
We have to be careful without it rend 1 drops us right back to where we were flying in droves. And ya I should have been harsher to knights 40 points seemed huge and I to send want to over do it but looking at chaos knights and a few others with wounds 3 save 4 you kind of have to double there old price to make it fare
 
I personally prefer the 2 wounds and maybe 150 price simp,y due to their history and model size, but if we do three wounds we could just reduce models per unit
 
I personally prefer the 2 wounds and maybe 150 price simp,y due to their history and model size, but if we do three wounds we could just reduce models per unit
but that would make them weaker at 9 wound instead of 10 for 3 man units it's normally 4-5 wounds like gore gruntas or demigryfs at 2/4+ most units are much faster and cost like 120 like i had them before.
 
So maybe 2 wounds and 5 models per unit for 120 points? We could also increase speed.

The problem I have with a five man unit with 3 wounds each is it creates a 15 wound unit, which would be hugely expensive and really doesn’t fit the look of saurus knights
 
We already have very fast cavalry in our flyers knights can't compeat with them for that role so the other option for cavalry is fast advil units and it's not uncommon for three wounds and Four plus saves chaos Knights blood Knights and a few others all have this and this is about the right price range for them. temple gaurd have 2 health and a cold one has 1 so i just mixed the two seeing as only the tuffest saurus can ride cold ones
 
Oh yeah. We are missing a warscroll, would you like to do the dread saurian?
 
Oh yeah. We are missing a warscroll, would you like to do the dread saurian?
shoot your right. To be honest I don't know how to fix the dread his problem isn't that his warscroll sucks it's that he can't fit on the table and doesn't fly. I'll take a crack at it we will see
 
We do have the jungle hunter which could help in him being oversized on the table and allow better terrain traversing. Anyways I look forward to seeing what you do
 
We do have the jungle hunter which could help in him being oversized on the table and allow better terrain traversing. Anyways I look forward to seeing what you do
can do i've got a few ideas as is
 
Dread saurus 460
wounds 16
save 3+
move *
bravery 10

Gargantuan Jaws 3 2" 3/2/-3/*
raking claws * 2" 3/3/-1/2
armored tail 1 4" */*/*/2

wounds 0-4 5-7 8-10 11-13 14+
move 14 12 10 8 6
Jaws 6 5 4 3 2
claws 10 8 6 4 2
devourer of beasts unchanged
arcane glyphs unchanged
primal presence: the dread saurus is a might creature able to strike fear into the hearts of even the mightiest of foes when a unit within 3" of this modle activates in the combat phase roll a die on a 5+ it can not pile in and must instead make a withdraw action. friendly seraphon units are immune.
roar of ruin removed it was awful
Armored tail roll a die for each model in range on a 3 up it auto wounds on a 6 it's mortal

dedicated to the old ones: when a dread saurus was tamed it had mighty glyphs of the old ones hammered into its scales. wile this controlled the beast it also granted boons based on which old one the glyphs paid serves to when you place a dread saurus on the table chose a god that it serves from the following list. only one dread can be dedicated to any god
sotek: the dread is filled with the rage of the serpent and has a 6" pile in as he rushes to meet his foes
tlanxa: the god of war guides this dreads blows granting a +1 to hit rolls
Quetli: the great hunter shows the paths and ways of old helping his chosen to slip out of reality until he needs to strike the dread gains ethereal
xhotl: xhotl knows the future better then any of the old ones his chosen are meant for better things then this and he will not see them fall before they fulfill there purpose. the dread gains a 5+ shrug.
 
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Dread saurus 460
wounds 16
save 3+
move *
bravery 10

Gargantuan Jaws 3 2" 3/2/-3/*
raking claws * 2" 3/3/-1/2
armored tail 1 4" */*/*/2

wounds 0-4 5-7 8-10 11-13 14+
move 14 12 10 8 6
Jaws 6 5 4 3 2
claws 10 8 6 4 2
devourer of beasts unchanged
arcane glyphs unchanged
primal presence: the dread saurus is a might creature able to strike fear into the hearts of even the mightiest of foes when a unit within 3" of this modle activates in the combat phase roll a die on a 5+ it can not pile in and must instead make a withdraw action. friendly seraphon units are immune.
roar of ruin removed it was awful
Armored tail roll a die for each model in range on a 3 up it auto wounds on a 6 it's mortal

dedicated to the old ones: when a dread saurus was tamed it had mighty glyphs of the old ones hammered into its scales. wile this controlled the beast it also granted boons based on which old one the glyphs paid serves to when you place a dread saurus on the table chose a god that it serves from the following list. only one dread can be dedicated to any god
sotek: the dread is filled with the rage of the serpent and has a 6" pile in as he rushes to meet his foes
tlanxa: the god of war guides this dreads blows granting a +1 to hit rolls
Quetli: the great hunter shows the paths and ways of old helping his chosen to slip out of reality until he needs to strike the dread gains ethereal
xhotl: xhotl knows the future better then eny of the old ones his chosen are meant for better things then this and he will not see them fall before they fulfill there purpose. the dread gains a 5+ shrug.
4" range on a melee weapon is... not actually a weapon but wholly an ability at that point, as combat ends at 3". im not saying you cant have the range as 4" im saying its not a melee weapon its an ability at that point.
 
4" range on a melee weapon is... not actually a weapon but wholly an ability at that point, as combat ends at 3". im not saying you cant have the range as 4" im saying its not a melee weapon its an ability at that point.
true i did just make most of it an ability and put it on attacks like the black dragons breath. you just need to be in melee to activate it
 
4" range on a melee weapon is... not actually a weapon but wholly an ability at that point, as combat ends at 3". im not saying you cant have the range as 4" im saying its not a melee weapon its an ability at that point.
true i did just make most of it an ability and put it on attacks like the black dragons breath. you just need to be in melee to activate it
Or a ranged weapon. For reference, look at the 6" 'ranged' attacks that verminlords can do with their prehensile tails.
 
Or a ranged weapon. The verminlords' prehensile tails are treated as such in their warscrolls.
i could do that but that limits it to only working on your turn instead of all combat phases and the gole is to make this guy the monster he deserves to be
 
Other than minor grammatical errors it looks pretty epic! Very well done!
 
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