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Tutorial Seraphon List for Battletome 2.o

Fangs of Sotek: Lord Kroak and Terradons

Allegiance: Seraphon

- Constellation: Fangs of Sotek

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

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

Battleline:
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
- Meteoric Javelins Celestite Daggers & Star Bucklers

Units:
12 x Terradon Riders (360)
- Sunleech Bolas
12 x Salamander Hunting Pack (240)
12 x Salamander Hunting Pack (240)

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

Total: 1990 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 133

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This is the closest list to the ones I’ve been tinkering with. What is the role of the Starpriest in this list? I’ve found him to be great with big blocks of skinks but otherwise his Serpent Staff isn’t doing as much on the smaller units. Would another two units of skinks not be better for more board control as we already have 5 casts with Kroak and the Starseer?
 
This is the closest list to the ones I’ve been tinkering with. What is the role of the Starpriest in this list? I’ve found him to be great with big blocks of skinks but otherwise his Serpent Staff isn’t doing as much on the smaller units. Would another two units of skinks not be better for more board control as we already have 5 casts with Kroak and the Starseer?
He uses his serpents staff on the Terradons. Bolas and Claw should deal a moderate amount of mortal wounds. And it lets the Terradons act in the game past their dropping of MWs.
 
Could well be. Fitting the bases shouldn't be too hard since you only have to fit up to half the base and the rest can hang over though.

I don't have my GHB2019 with me. What are the rules for deployment into reserves?

I only have the german Version and i am very bad at translating but i try my best.

The arrive with their force or later (spearhead, Main Body, rearguard) and follow their own rules of placement as stated on their warscroll.
 
Oh @LizardWizard endow me with wisdom, I wrote up this modified version of the carnosaurs list, better suited to dealing mortal wounds and such with all the lessons I have learned playing the new battletome. How competitive and effective would you say it is?

Allegiance: Seraphon
- Constellation: Koatl's Claw

Leaders

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

Lord Kroak (320)
- Spell: Stellar Tempest

Saurus Scar-Veteran on Carnosaur(210)
- War Spear
- Artefact: Eviscerating Blade

Saurus Scar-Veteran on Carnosaur(210)
- War Spear

Skink Starpriest: (120)
- Spell: Hand of Glory

Skink Starpriest: (120)
- Spell: celestial harmony

Battleline

10 x Saurus Knights (200)
- Lances

10 x Saurus Knights (200)
- Lances

10 x Saurus Knights (200)
- Lances

Battalions
Firelance Temple-host (160)

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

Wounds: 111
 
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Oh @LizardWizard endow me with wisdom, I wrote up this modified version of the carnosaurs list, better suited to dealing mortal wounds and such with all the lessons I have learned playing the new battletome. How competitive and effective would you say it is?

Allegiance: Seraphon
- Constellation: Koatl's Claw

Leaders

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

Lord Kroak (320)
- Spell: Stellar Tempest

Saurus Scar-Veteran on Carnosaur(210)
- War Spear
- Artefact: Eviscerating Blade

Saurus Scar-Veteran on Carnosaur(210)
- War Spear

Skink Starpriest: (120)
- Spell: Hand of Glory

Skink Starpriest: (120)
- Spell: celestial harmony

Battleline

10 x Saurus Knights (200)
- Lances

10 x Saurus Knights (200)
- Lances

10 x Saurus Knights (200)
- Lances

Battalions
Firelance Temple-host (160)

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

Wounds: 111



I would Drop one starpriest for sunblood
 
Kroak makes just about any list better. I also like the Sunblood Idea. +1 to wound vs key units can be massive. I think the list should preform fine in most match ups. Tournament quality OBR, Fyreslayers, and CoS will be an issue, but they always are.
 
I would Drop one starpriest for sunblood

Kroak makes just about any list better. I also like the Sunblood Idea. +1 to wound vs key units can be massive. I think the list should preform fine in most match ups. Tournament quality OBR, Fyreslayers, and CoS will be an issue, but they always are.
Sunblood looks good, but I’m somewhat on the fence about it. It’s relatively slow and would have a tough time keeping up with the saurus knights, especially as that command ability is a 12 inch reach. Another concern is it might take more command points in an already command point hungry army to have it be effective
 
Sunblood looks good, but I’m somewhat on the fence about it. It’s relatively slow and would have a tough time keeping up with the saurus knights, especially as that command ability is a 12 inch reach. Another concern is it might take more command points in an already command point hungry army to have it be effective
+1 to wound is in my opinion more important. It makes knights extrem deadly. You can allways make him run + you dont have to use his ability first turn. Cp allways good.
 
+1 to wound is in my opinion more important. It makes knights extrem deadly. You can allways make him run + you dont have to use his ability first turn. Cp allways good.
The question is then, can the +1 to wound make up for losing a bunch of mortal wounds? The initial idea was to have starpriests buff knights as they have so many attacks, and as a result deal a ridiculous amount of mortal wounds
 
The question is then, can the +1 to wound make up for losing a bunch of mortal wounds? The initial idea was to have starpriests buff knights as they have so many attacks, and as a result deal a ridiculous amount of mortal wounds


It depends on tactic. mortals only on 6 to wound so there is allways chance to not roll 6. Sunblood works 100%. you allways got one starpriest for serpent staff. If knigts had 1 attack profile i would put bet on serpent staff, but you got 3 and for 1 cp it makes a lot of diffrence. I think having thoes to options is little bit better than having 2 serpent stuffs. I would allways take sunblood. Also i would consider thaking artefact from realm which refund CP and put it on sunblood
 
Alright, here is the math hammer on a unit of 10 knights. They do not charge but have a source pop savagery incarnate on them. They pile in and attack each enemy unit to the following results and buffs

Savagery incarnate and serpent staff

3+ 4+ 5+
13.81 17.86 21.927

Savagery Incarnate and sunblood

3+ 4+ 5+
10.54 15.82. 21.05



so overall serpent staff wins out by sheer averages likely as mortal wounds carry over all saves, which lines up with my experience of 10 charging knights taking out 5 kavalos deathriders in a stalliarch lords alliegence. In comparison the sunblood does poorly against good armor (3+) but does well against bad armor (5+).

So in conclusion; if your going for enemies with a 5+ or worse, sunblood. 3+ and with a slight advantage in 4+, use the starpriest.

edit; another thing that slipped from thought is that the sunblood is more consistent, which can make up for the lower damage outputs
 
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Don't forget, that Sunblood actually buffs multiple units with 1 CP, if they attack a single target, but you can also use his CA on several units. He is also a good combatant.
Sunblood is a great target to equip the Eviscerating Blade to :D
 
Don't forget, that Sunblood actually buffs multiple units with 1 CP, if they attack a single target, but you can also use his CA on several units. He is also a good combatant.

Sunblood is a great target to equip the Eviscerating Blade to :D
In a sunclaw, I would definitely take the sunblood over the starpriest, especially as I will have more blocks of saurus warriors that will be more likely to have two or more units piling in on the same target. And with rend everything,
upload_2020-3-29_9-5-1.jpeg
 
"What do you mean "three mortal wounds"?
I was wrong. The Celestite weapon for the Sunblood deals 2 hits on a 6. So an ummod 6 to hit from a Sunblood w/Eviscerating Blade would deal 2MWs and 2 hits. Then, any unmod 6's to wound would deal 1 MW in addition to other damage.
 
If I can work out all the technical difficulties with my printer I will have 6 sallies done soon.
 
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