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Tutorial Seraphon List for Battletome 2.o

Right now there is no reason to take more than 1 EoTG. they are effectively just a heal bot that can survive if it gets caught in combat, and act as a point from which to issue any of the 6 generic command abilities.
 
Note, that EotG is the only means of summoning in Coalesced armies. And with nerf of summoning and buffs on sarurus clubs, I think, EotG still worth considering. He is no worse in combat that standard stegadon and 2 wounds more in Thudner lizard. His mortal wound abilitiy got worse but now you have control of it. My final game with last battletome the eotg kept rolling aoe mw, which got either wasted or failed on 4+. And, more importantly, it works in the shooting phase and can be laucnhed twice for CP in thunderlizard.
 
Note, that EotG is the only means of summoning in Coalesced armies. And with nerf of summoning and buffs on sarurus clubs, I think, EotG still worth considering. He is no worse in combat that standard stegadon and 2 wounds more in Thudner lizard. His mortal wound abilitiy got worse but now you have control of it. My final game with last battletome the eotg kept rolling aoe mw, which got either wasted or failed on 4+. And, more importantly, it works in the shooting phase and can be laucnhed twice for CP in thunderlizard.
im not saying don't take one.... im saying don't take two lol
 
Hi LizardWizard and thanks for sharing all your list.

I have the feeling you like terradons. To my point of view they are very hard to play now since you roll for MW only for models "that passed across any models from that ennemy unit". I understand the 2+ with terradon chief but i am pretty sure that not all of the models will fly over ennemy. Then all the rest of your MW dices will be lost.
Even for with the cost reduction it seems pretty hard to make them worth it.
 
Hi LizardWizard and thanks for sharing all your list.

I have the feeling you like terradons. To my point of view they are very hard to play now since you roll for MW only for models "that passed across any models from that ennemy unit". I understand the 2+ with terradon chief but i am pretty sure that not all of the models will fly over ennemy. Then all the rest of your MW dices will be lost.
Even for with the cost reduction it seems pretty hard to make them worth it.
Very true. It is highly skill demanding to place your unit in the right spot. It will generally take two turns to set up. Keep in mind that charging is a movement and so is pilein. So you can simply charge and if you roll high enough zig back and forth over the unit with each model. Cogs and the Skink Priest help a lost. Considering replace the Slann with Starseer to get 3d5 charge.
 
Assuming you appears at 9" , 3d6 = 10" average, 11" with charge bonus, i am pretty sure it is impossible to set 12 terradons base perfectly at 9", even worse to make them zig on the target, with a 2" marge. It also means that any trash unit can protect against them.
If you do not appears at 9", even with 16" move, i am pretty sure they will be washed before coming close with a 6+ save.

With previous shadowstrike, it was already physically painful to put 12 rippers/terras in contact.

We ll see on table i guess.
 
Terradons are worth so much more than just their bombs. Especially in coalesce shadow strike.

you can get them +2 to hit, run shoot and charge and wounds of 6+ are a mortal wound.

just take their shooting attack after you move 18-23”. 12d6 attacks hitting on 2+, wounding on 3+. Then 6s are mw. Then you can charge, bomb and have 60 attacks hit on 2+ or 3+... again 6 to wound is mortal wound. It’s insanely good, not just for the bombs
 
Assuming you appears at 9" , 3d6 = 10" average, 11" with charge bonus, i am pretty sure it is impossible to set 12 terradons base perfectly at 9", even worse to make them zig on the target, with a 2" marge. It also means that any trash unit can protect against them.
If you do not appears at 9", even with 16" move, i am pretty sure they will be washed before coming close with a 6+ save.

With previous shadowstrike, it was already physically painful to put 12 rippers/terras in contact.

We ll see on table i guess.
I will be walking up field with run and charge and +3" move FoS and Cogs.
 
Terradons are worth so much more than just their bombs. Especially in coalesce shadow strike.

you can get them +2 to hit, run shoot and charge and wounds of 6+ are a mortal wound.

just take their shooting attack after you move 18-23”. 12d6 attacks hitting on 2+, wounding on 3+. Then 6s are mw. Then you can charge, bomb and have 60 attacks hit on 2+ or 3+... again 6 to wound is mortal wound. It’s insanely good, not just for the bombs
Agreed! They are cheaper flying-and-once-per-game-MW'ing Razordons
 
Thunder Lizards/Thunderquake/coalesed

Allegiance: Seraphon
-Coalesced
-Thunderlizards

Leaders:
Engine of the Gods
(260)
Skink Starpriest (120)
Skink Priest (70)


Battleline:
10x Skink (60)
- Boltspitter & Starbuckler
Stegadon (240)
- Weapon: Skystreak Bow
Stegadon (240)
- Weapon: Skystreak Bow

Units:
6 x Kroxigor (280)

Behemoths:
Bastiladon
(220)
- Weapon: Solar Engine
Bastiladon (220)
- Weapon: Solar Engine

Total: 1710 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 78


Still rounding this one out. Gonna take the Thunderquake battalion pretty sure.

I feel like you're going to want to add Lord Kroak in that list if not a slann. You really want the extra command points you get from them and they synergise with the engine of the gods.I think 6 kroxigors is going to have to be brought down to 3 to make room for the battalion. Or switch over to unit of 1 or 2 salamander/Razordon pack.
 
Very true. It is highly skill demanding to place your unit in the right spot. It will generally take two turns to set up. Keep in mind that charging is a movement and so is pilein. So you can simply charge and if you roll high enough zig back and forth over the unit with each model. Cogs and the Skink Priest help a lost. Considering replace the Slann with Starseer to get 3d5 charge.

In addition to this. The Terradons are extreme glass canons, and should be used with caution. In my mind they can be a perfect retaliation unit, behind your frontline of skinks and/salamanders. And outside of shadowstrike you can always field 2 units of 6. Than you can choose if you want to drop 6 or 12 bombs on a unit. But also double up on your chances to ‘make’ the charge roll. Or in worst case if the first unit doesnt finish the job, next turn fly over with the second unit. Downside is you need to double the effect of the skink (start)priests, for maximum normal dmg.
Im going to field a unit of 6, with the poison dagger on the chief for 2 threats. For some hero snipings.
 
Koatl's Claw Sunclaw Temple Host

Allegiance: Seraphon

- Coalesced
- Koatl's Claw

Leaders
Skink Starseer (140)
- General
- Command Trait: Master of Star Rituals
- Artefact: Incandescent Rectrices
- Spell: Hand of Glory

Skink Starpriest (120)
- Spell: Celestial Harmony
Saurus Sunblood (130)
Saurus Astrolith Bearer (140)
Saurus Scar-Veteran on Carnosaur (250)
- War Spear
- Artefact: Eviscerating Blade


Battleline
40 x Saurus Warriors (320)
- Spears
40 x Saurus Warriors (320)
- Spears
20 x Saurus Warriors (180)
- Clubs

Battalions
Sunclaw Starhost
(180)

Endless Spells / Terrain / CPs
Bound Chronomantic Cogs
(90)
Bound Emerald Lifeswarm (60)
Bound Geminids of Uhl-Gysh (70)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 134

Not wild about 2 Wizard and 3 Endless spells. Specially when I will want to cast the on scroll spell for both wizards frequently.

May I ask why you made the Starseer the General rather than the Scar-Veteran? Would rather see a Saurus list led by a Saurus personally
 
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