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Tutorial Seraphon List for Battletome 2.o

18 Terradons

Allegiance: Seraphon
- Constellation: Fangs of Sotek
- Mortal Realm: Hysh

Leaders:
Skink Starseer
(140)
- General
- Command Trait: Master of Star Rituals
- Artefact: Aetherquartz Brooch
- Spell: Tide of Serpents

Lord Kroak (320)
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)
Skink Starpriest (120)
- Spell: Hand of Glory
Skink Priest (70)
Terradon Chief (70)
- Artefact: Serpent God Dagger

Battleline:
30 x Skinks (180)
- Boltspitters & Moonstone Clubs
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers

Units:
9 x Terradon Riders (270)
- Starstrike Javelins
9 x Terradon Riders (270)
- Sunleech Bolas

Battalions:
Shadowstrike Starhost
(170)

Endless Spells / Terrain / CPs:
Chronomantic Cogs
(80)
Balewind Vortex (40)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 135

The Jav Terradons go into the Shadowstrike battalion and are placed into the heavens. Sadly Bolas won't have range, and it isn't likely they will be on the board for more than one shooting phase at full strength. The second unit of Terradons run up table while full Skink Hero Buffs.

Alternatively you can hold back a couple turn and make use of the 30x Skinks until you are ready to send in the Terradons.

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Board Control and Mortal Wound Spam

Allegiance: Seraphon

- Constellation: Dracothion's Tail

Leaders:
Slann Starmaster
(260)
- General
- Command Trait: Ancient Knowledge
- Artefact: Itxi Grubs
- Spell: Celestial Apotheosis
- Ancient Knowledge Spell: Celestial Equilibrium

Lord Kroak (320)
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)
- Artefact: Godbeast Pendant
Saurus Scar-Veteran on Cold One (110)
Skink Starpriest (120)
-Spell: Tide of Serpents

Battleline:
20 x Saurus Knights (400)
- Lances
10 x Saurus Knights (200)
- Lances
5 x Saurus Knights (100)
- Blades

Battalions:
Firelance Starhost
(160)

Endless Spells / Terrain / CPs:
Bound Geminids of Uhl-Gysh
(70)
Chronomantic Cogs (80)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 107

Place your Firelance in the Heavens. The goal here isn't damage. It is to tie your opponent up in their territory for 2-3 turns while Kroak throws out mortal wounds and you sit on objectives. Use the Skink Starpriest's ability to act as a spell casting vector for Kroak and the Slann Starmaster.

Alternatively, you can drop the Starpriest to go from five to four drops by adding in 5x Knights.

As a bonus, there are seven board wide dispels and unbinds :D

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In my opinion mortal spamm will better work on fang of sotek. I would rather take skinks and more endless spells like pendulum and purple Sun not knigts. I think lots of unit of 10 skinks will hold enemy better . For skink wizard i would take spell bounding endless. Vortex and cogs should be bound not geminids. You got spell i slann lore dispelling all not bound endless spells also i would consider puting troglodon and let him be tool to throw slanns spells. He is harder to snipe then any other skink wizard + can heal+ generate CCP. Also some salamanders would be cool to see.
 
In my opinion mortal spamm will better work on fang of sotek. I would rather take skinks and more endless spells like pendulum and purple Sun not knigts. I think lots of unit of 10 skinks will hold enemy better . For skink wizard i would take spell bounding endless. Vortex and cogs should be bound not geminids. You got spell i slann lore dispelling all not bound endless spells also i would consider puting troglodon and let him be tool to throw slanns spells. He is harder to snipe then any other skink wizard + can heal+ generate CCP. Also some salamanders would be cool to see.
Yep, I have a couple MW wound spamming list that run similarly.

However, DT will get units where they need to be quicker than running MinSU Skinks up Field. Also, there is very little reason to make the BwV or Cogs bound. The Geminids benefit greatly from being bound. Not having to worry about your opponent sending them back into your face is massive. The Troglodon, while beautiful, is extremely overcosted. You could certainly swap out the Slann Starmaster though. At which point I would likely give the Oracle the Ancient Steggadon Helm and Nimble just to buff it's saves. Overall, I think I prefer having an Ancient Knowledge Slann with Itxi Grubs.

Heh heh, I just realized it is said itchy grubs....

Salamanders are fantastic. Easily one of the best units in the new book. I don't think there is a list that wouldn't benefit from more of them.
 
Summoning and Endless Spells

Allegiance: Seraphon
- Constellation: Starborne

Leaders:
Skink Starseer
(140)
- General
- Command Trait: Master of Star Rituals
- Spell: Celestial harmony

Skink Oracle on Troglodon (260)
- Artefact: Sacred Stegadon Helm
- Spell: Tide of Serpents

Slann Starmaster (260)
- Spell: Celestial Equilibrium
Lord Kroak (320)
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)

Battleline:
10 x Saurus Guard (200)
5 x Saurus Guard (100)
5 x Saurus Guard (100)

Units
12 x Salamander Hunting Pack (240)

Endless Spells / Terrain / CPs:
Balewind Vortex
(40)
Bound Geminids of Uhl-Gysh (70)
Bound Aethervoid Pendulum (60)
Bound Purple Sun of Shyish (60)

Sit in the bastion of your Saurus Guard while you cast Celestial Deliverance through your Oracle. Send your endless spells mercilessly into the heart of your opponent's forces. All while racking up lots of Celestial Conjuration Points.

The Starseer can be dropped to make the Trog your general with the Nimble trait. D3 CCP may or may not be worth keeping him in list.

Could be fun to fit an allied Drycha into the list :D

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Total: 1990 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 93
 
Dracothion's Tail Sunclaw

Allegiance: Seraphon

- Constellation: Dracothion's Tail
- Mortal Realm: Hysh


Leaders:
Slann Starmaster
(260)
- General
- Command Trait: Ancient Knowledge
- Artefact: Godbeast Pendant
- Spell: Stellar Tempest
- Ancient Knowledge Spell: Celestial Equilibrium

Skink Starseer (140)
- Artefact: Aetherquartz Brooch
- Spell: Tide of Serpents

Skink Starpriest (120)
- Spell: Hand of Glory
Saurus Sunblood (130)
Saurus Oldblood (110)
- Suntooth Maul
Saurus Scar-Veteran on Cold One (110)

Battleline:
40 x Saurus Warriors (320)
- Spears
20 x Saurus Warriors (180)
- Clubs
20 x Saurus Warriors (180)
- Clubs
5 x Saurus Guard (100)

Battalions:
Sunclaw Starhost
(160)

Endless Spells / Terrain / CPs:
Bound Geminids of Uhl-Gysh
(70)
Chronomantic Cogs (80)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 127

Use Dracothion's Tail to Drop the unit of 20x Warriors with rend -2 clubs. The block of 40 warriors can march up table with their Saurus and Skink Support heroes.

Keep your Slann aloft on the BwV with Cogs and retinue of Saurus Guard to soak damage.

The list is very CP hungry, so make sure you are picking your moments right. Sit back and watch your buffed units shred even the dreaded 30x Mortek guard.

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@LizardWizard, I have some questions. Would it be worth removing the Oldblood and Scar-Vet for an Astrolith Bearer (probably not)? And separately, is the Suntooth Maul your choice for the Oldblood on foot? Thanks.
 
@LizardWizard, I have some questions. Would it be worth removing the Oldblood and Scar-Vet for an Astrolith Bearer (probably not)? And separately, is the Suntooth Maul your choice for the Oldblood on foot? Thanks.
Having an astrolith Bearer is always nice. I think the Sunblood certainly can be dropped. I hate to lose the exploding 6's on the block of warriors. So I would keep the ScV on CO around. If I were to add in an Astrolith I would drop the Sunblood and a unit of warriors down to 10.

I like the Suntooth Maul. The Greatblade is more consistent, but the main thing I am likely to send the Oldblood into combat against is other enemy heroes. There aren't a lot of 4 wound heroes (his expected damage vs a 5+). Thus, I like the Maul since it has the potential to get lucky. Which if I am seeding the Oldblood into the fray it is because I am now at a point where I need luck to win the engagement.
 
Koatl's Claw: Sunclaw and Firelance

Allegiance: Seraphon

- Mortal Realm: Hysh
- Coalesced
- Koatl's Claw


Leaders:
Saurus Oldblood on Carnosaur
(250)
- General
- Command Trait: Dominant Predator
- Artefact: Blade of Symmetry

Saurus Scar-Veteran on Cold One (110)
Saurus Sunblood (130)
- Artefact: Eviscerating Blade
Skink Starseer (140)
- Spell: Stellar Tempest
- Artefact: Aetherquartz Brooch

Skink Starpriest (120)
- Spell: Claws of Glory

Battleline:
40 x Saurus Warriors (320)
- Spears
10 x Saurus Warriors (90)
- Clubs
10 x Saurus Warriors (90)
- Clubs
10 x Saurus Knights (200)
- Lances
5 x Saurus Knights (100)
- Lances
5 x Saurus Knights (100)
- Lances

Battalions:
Sunclaw Temple-Host
(160)
Firelance Temple-Host (160)

Total: 1970 / 2000
Extra Command Points: 3
Allies: 0 / 400
Wounds: 135

Lots of Saurus and only five drops. It is likely worth dropping the 10x unit of Saurus Knights down to 5 models and bringing Geminids, but every and now and then I want to play with a big unit of Knights.

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This build's point total should be 1950. Sunclaw Temple-host is only 140 pts. Maybe enough for a decent Endless Spell?
 
Per the Malign Sorcery designer's commentary, I dont think you can actually cast endless spells through skinks or Oracles.

They can cast 1 per turn as usual, but if the Slann are the ones casting you have to measure from them.

"Q: Do things that increase the range of a caster’s spells also apply to the distance at which an endless spell can be set up from the caster?
A: No. Things that increase the range of a spell’s effects do not apply to the distance at which an endless spell can be set up. By the same token, things that allow you to measure the range of a spell from a different location to the caster cannot be used when setting up an endless spell."
 
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Per the Malign Sorcery designer's commentary, I dont think you can actually cast endless spells through skinks or Oracles.

They can can 1 per turn as usual, but if the Slann are the ones casting you have to measure from them.

"Q: Do things that increase the range of a caster’s spells also apply to the distance at which an endless spell can be set up from the caster?
A: No. Things that increase the range of a spell’s effects do not apply to the distance at which an endless spell can be set up. By the same token, things that allow you to measure the range of a spell from a different location to the caster cannot be used when setting up an endless spell."
Oh, I missed that. I wounder how Spell Portals works then. Every MT and GT I have been too allows endless spells to be cast through the spell portal.
 
Oh, I missed that. I wounder how Spell Portals works then. Every MT and GT I have been too allows endless spells to be cast through the spell portal.

Looks like the FAQ should be applied to the Spellportal too.
 
I'm pretty sure the spell portal let's you do it through the actual text of the endless spell.

Either way I wish we could cast them through skinks, would be way more useful.
 
I'm pretty sure the spell portal let's you do it through the actual text of the endless spell.

Spellportal only allows endless spells travel through it, when they are already on the table and finished move near it (which means that they cannot apply their effects after traveling through the portal in the same turn they did it). The wording on distances is almost the same as for Vassal.
 
18 Terradons

Allegiance: Seraphon
- Constellation: Fangs of Sotek
- Mortal Realm: Hysh

Leaders:
Skink Starseer
(140)
- General
- Command Trait: Master of Star Rituals
- Artefact: Aetherquartz Brooch
- Spell: Tide of Serpents

Lord Kroak (320)
- Spell: Stellar Tempest
Saurus Astrolith Bearer (140)
Skink Starpriest (120)
- Spell: Hand of Glory
Skink Priest (70)
Terradon Chief (70)
- Artefact: Serpent God Dagger

Battleline:
30 x Skinks (180)
- Boltspitters & Moonstone Clubs
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers

Units:
9 x Terradon Riders (270)
- Starstrike Javelins
9 x Terradon Riders (270)
- Sunleech Bolas

Battalions:
Shadowstrike Starhost
(170)

Endless Spells / Terrain / CPs:
Chronomantic Cogs
(80)
Balewind Vortex (40)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 135

The Jav Terradons go into the Shadowstrike battalion and are placed into the heavens. Sadly Bolas won't have range, and it isn't likely they will be on the board for more than one shooting phase at full strength. The second unit of Terradons run up table while full Skink Hero Buffs.

Alternatively you can hold back a couple turn and make use of the 30x Skinks until you are ready to send in the Terradons.

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Looks awesome! If only I had the terradons....

also a question; would it make more sense to divide the unit of 30 and add 10 to another unit? As skinks don’t have good melee range a lot of them won’t be able to get in attacks and could get messed up in battleshock
 
Looks awesome! If only I had the terradons....

also a question; would it make more sense to divide the unit of 30 and add 10 to another unit? As skinks don’t have good melee range a lot of them won’t be able to get in attacks and could get messed up in battleshock
Skink can fight in ranks of 2. It should pretty easy to get 30 Skinks into combat if you are sending into the types of units they fair well against. The only thing risky by cutting down the unit is losing a new MWs from shooting and Combat. So, if you feel more comfortable with 2 units of 20x then I would build it accordingly.
 
You cant cast endless spells through a spell portal. They dont have a ‘casting range’ but a ‘setup range’. They need to be setup within X of the casters. But what you can do is cast an endless spell to be within 6” of one side and put it out within 6” of the other side. So you do have an extended range, but limited. You can have a far drop reach, but cant really ‘move over’ on the other side. Just finish withing X inch
 
This thread is dedicated to the lists I build and run for tournaments and casual play. Each list will have a limited overview of how they are intended to operate. Comments and discussion are welcome, but the point of this thread was to give me a link tool for other discussions.

All list are Match Play legal for Age of Sigmar 2nd ed Battletome: Seraphon 2020.

Here are the links to this thread's previous incarnations for those who are interested:
Here are couple early drafts for two battalions from both Starborne and Coalesced.
2000pt

why do you think the KC Firelance TH is casual? I’m thinking about the same list (will mostly play FoS for tournaments tho). What drawbacks do you see? To me it feels like it lacks board control and might stuggle with screens. Although with 3d6+3 charge we have a nice range. If we let them fly they could jump over. Normally I would want 2 other screening units, but cant really take away points from the casters because you need randged dmg aswell
 
why do you think the KC Firelance TH is casual? I’m thinking about the same list (will mostly play FoS for tournaments tho). What drawbacks do you see? To me it feels like it lacks board control and might stuggle with screens. Although with 3d6+3 charge we have a nice range. If we let them fly they could jump over. Normally I would want 2 other screening units, but cant really take away points from the casters because you need randged dmg aswell
The main reason I consider them casual is that they aren't able to hold up against other tournament list. Fyreslayers, Dok, and OBR will tear them apart pretty handily. Behemoth heavy list in particular will suffer vs Fyreslayers and OBR.
 
This may have already been touched upon, but has anyone considered using a Bound Suffocating Gravetide as a piece of mobile cover to advance a unit up the board with before throwing over an enemy unit just before attacking?
 
This may have already been touched upon, but has anyone considered using a Bound Suffocating Gravetide as a piece of mobile cover to advance a unit up the board with before throwing over an enemy unit just before attacking?
I don't think it has been theory crafted around. I like the idea though. It can also be used to help us control who gets to dictate the charges. Provided your opponent doesn't have strong bonuses to dispelling.
 
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