I know you won't be happy with this report, because alas it will be heavily incomplete.
But i wanted to post it anyway for a good reason:
this is a sort of tutorial "WHAT IS THE POTENTIAL OF A SERAPHON ARMY IN THE FIRST ROUND IF I WANT TO DEAL A SERIOUS BLOW?"
FIRST ROUND
FYRESLAYERS' turn
Heroes do heroes' things and the prayers are summoned on the battlefield. The vulkite on my right are buffed to a save 2+ vs melee and 3+ vs shooting.
the vulkite on the right take that obj.
the berserker on the left run by 6" tnx to a cp and, with the buff granted by the rune, arrive to seize "my" obj on the left.
Fyreslayers take THREE obj points
SERAPHON's turn
ok, time to plan some decision.
the rune of speed has been used, so i will be relatively safe for a while, but time is not on my side. I must take on obj from the fyreslayers, hold it and then take another one before it's too late. all of this should be done within 3 rounds, more or less
the Hearthguard are only 15, but they are buffed by 2 heroes and already save at 4+/4++. and i'm not in the most favorable position to concentrate muy strenght, due to the limitation of the reinforcements from Dracothion's Tail (18" within the Slann)
the vulkite on the right are a much more favorable target for the number of units i can call…. but save at 2+, and they are anyway "protected" by the lava monster, which can deal big damage to my units that will arrive in that zone.
Nothing is optimal, but i select the vulkite (40 wounds that save at 2+, "only" 3+ vs shooting), and i go all in.
Hero phase, pt 1:
- 1° DT: a Starpriest arrive.
- that St.Pr. casts successfully Purple sun against the vulkite
- The Slann casts the vortex
- the Slann casts the tempest on the vulkite
- the EotG directs d6 MW on the vulkite
after deleting the models, i can place the other reinforcements, exploiting the ranges for shooting and charges.
- 2° DT: razordons arrive
- 3° DT:1 unit of knight arrives
- 4° DT: the scarvet on CO arrives
the Hero phase is still not finished.
- LoSaT on the Astrolith, to buff the razordons and the charges
- LoSaT on the stegadon + Alpha
- DT: the other stegadon arrives
- the Knights are buffed by the starpriest (serpents staff) and by the command ability of the scarvet
then, in the shooting phase, i have the 2 steggies and the razordons that further punish the Vulkite
Charges:
- the stegadon charges successfully, going within 12" from the astrolith bearer
- the knights roll a double 2. Command point and also them arrives.
after the magic and the shooting, 8 vulkite are still alive, but their attack (the go first) is poor.
I manage to kill 3 of them.
in the end, i've killed 15 vulkite. the 5 survivors don't flee.
I've got 5 knights and a stegadon, Fyreslayers have 5 vulkite and a hero.
I'm not able to take the obj, so i collect only 1 point.
3-1 for the Fyreslayers, but this was still a good result, if we consider how much resilient they are.