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Tutorial Seraphon Overview (updated to AoS 3.0)

That'd require you to field an entire army of slann, even if you can sacrifice all spells. Which
1) Would be a terrible army
2) takes up too many leader slots
3) doesn't bring enough battleline
4) If you get alpha-striked and a slann or two die you won't be able to do it anymore.
5) It has the most obvious counter-strategy ever and anyone halfway capable will abuse the flaws in your list.

So meh, don't think that'd be terribly OP :p


I thought that was only the gravetide that went in one direction. THought the pendulum could go back and forth but just couldn't turn.
no it's just one way the model is waaaaay of scale it's sposed to be a 40 story tall thing that just cuts threw the battle field. not a dinky 20 foot pendulum that goes back and forth
 
remarks:

- Celestial equilibrium: We have a reasonable amount of spells that get bonus effects when you reach a casting roll of X+. Which is what it's usefull for I guess. For example use the slann for celestial equilibrium, then use your oracle to cast comet call with a bonus +1 to fish for that extra damage. Imho, the spell itself is actually reasonably good, the only issue is that our slann is our magical powerhouse so him buffing other casters is kinda stupid. If it were a skink spell it'd be brilliant.

- Drain magic: potentially can also be used to play around with our own non-bound endless spells for some interesting tactics. Just blast your enemy apart with the cheaper "regular" endless spells, then immeadiatly unbind them so the opponent can't use them agains you. Repeat the next turn.

- Extend astromatrix: you could potentially use this to screw with certain faction terrain. Those are all "scenery rules" so depending on how it's phrased this could have some hilarious results. Use that mawtribe's mawpot to heal our lizards, that sorta thing. I'm sure it's not going to work everywhere. But it should have some interesting interactions with faction terrain.

- Fiery Convocation: has some potential uses against healing enemies, or enemies where you want to trigger loads of battleshock, but don't necesarly want to focus down. Also, if you can place it on a key-unit early your opponent needs to be carefull in case an unlucky herophase sees their vital unit suddenly get annihilated. Imho, it's good one if you have a left-over spellslot. E.g. if your slann is going to cast comet call anyway might as well make your oracle bring this then.

- Bind endless spell: if your opponent brings an endless spell this is basicly always worth it. Even if it's just to move it out of the way and force your opponent to dispell it if he wants to actually do something with it. However, we need clarification how it interacts with every specific spell, as certain interactions are unclear.

In general it seems that we have a decent amount of good spells and that this is also supposed to make up for the weird interactions that comet call has by being on multiple units as we'd quickly run out of spells to cast without our lores.
 
- Celestial equilibrium: the spell itself is actually reasonably good, the only issue is that our slann is our magical powerhouse so him buffing other casters is kinda stupid. If it were a skink spell it'd be brilliant.

totally agree.

- Drain magic: potentially can also be used to play around with our own non-bound endless spells for some interesting tactics. Just blast your enemy apart with the cheaper "regular" endless spells, then immeadiatly unbind them so the opponent can't use them agains you. Repeat the next turn.

well, bound spell cannot be used against you, so"regular spell + drain magic", means you would be using 2 spells instead of 1 + 10 pts cost. Imo it's not towrth it, unless you build a specific tactic upon it.

- Extend astromatrix: you could potentially use this to screw with certain faction terrain. Those are all "scenery rules" so depending on how it's phrased this could have some hilarious results. Use that mawtribe's mawpot to heal our lizards, that sorta thing. I'm sure it's not going to work everywhere. But it should have some interesting interactions with faction terrain.

alas, the way it's worded, it works only on the "basic" terrains (damned, arcane, inspiring…).
i will clarify it in my post

Bind endless spell: if your opponent brings an endless spell this is basicly always worth it. Even if it's just to move it out of the way and force your opponent to dispell it if he wants to actually do something with it. However, we need clarification how it interacts with every specific spell, as certain interactions are unclear.

Still problematic.
your opponent casts a endless spell and uses it against you.
then in your turn you can cast bind endless spell, and only in the following round that endless will be used by you.
That would be perfect for a Slann, you swap your spell and take this one when you see the opponent got an endless spell.
But it's a skink spell. It's useful? yes, it can be… but it should never be your first pick.
 
well, bound spell cannot be used against you, so"regular spell + drain magic", means you would be using 2 spells instead of 1 + 10 pts cost. Imo it's not towrth it, unless you build a specific tactic upon it.
We got a bazillion spellcasts given our many wizards, if you can get to 2-3 endless spells and then dispell them it can be quite amazing. Bonuspoints if you can combine it with some allied endless spells for extra nonsense. And yeah it does mean that this endless spell barrage becomes a crucial part of your tactics and you need to build around this.

alas, the way it's worded, it works only on the "basic" terrains (damned, arcane, inspiring…).
i will clarify it in my post
Well that's dissapointing. I would've expected it at least work against some faction terrain, especially simple/minor effects like say a gnarlmaw's mortal wounds.

Still problematic.
your opponent casts a endless spell and uses it against you.
then in your turn you can cast bind endless spell, and only in the following round that endless will be used by you.
That would be perfect for a Slann, you swap your spell and take this one when you see the opponent got an endless spell.
But it's a skink spell. It's useful? yes, it can be… but it should never be your first pick.
Given that we'l frequently have multiple skink wizards I'd guess you can get it quite reliably even if it isn't your first pick.
 
MAGIC – SERAPHON LORE


Seraphon lore is divided into 2 cathegories:
we have Slann spells and Skinks spells, plus the “unique” spells



Unique spells

Celestial Deliverance
(Lord Kroak)
casting value 7+
Can be cast up to 3 times, with increasing casting value: 7+, 8+, 9+.
Pick 3 units within 10”, each one on a 2+ suffers d3 MWs (3 MWs if chaos daemon).
Kroak got the rule Arcane Vassal, so stuck an astrolith bearer near him, use the Sage’s staff constellation, and you’ll cast the spell with a +3, in a 16” range from a vassal (or Kroak himself).


Comet’s call
(Lord Kroak, Slann, Oracle on Troglodon)
Casting value 7+.
Pick d3 units on the whole battlefield; each one suffers d3 MWs. on a casting roll 10+, pick d6 units. Pretty potent, as you don’t even need LoS and you can target heroes.
It’s not a unmodified roll, so grab as many bonuses to cast you can, and drop d6 comets


Control Fate
(Skink Stearseer)
Casting value 7+.
Pick an enemy unit within 18”, subtract 1 from its save rolls.
OR
Pick a friendly enemy unit within 18”, add 1 to its save rolls.
Pretty potent. Useful when you wanna see dead a tough target, Vital when you wanna increase the resistance of a key unit (a horde of 40 saurus warriors, a Bastiladon, a Dread Saurian)


Blazing Starlight
(Skink Starpriest)
Casting value 6+.
Pick a enemy unit within 18”, subtract 1 from its To hit rolls.
It stacks nicely with buffs and debuffs available to our army. Use in combo with Geminids and control fate for maximum power.



Slann spells

Each Slann (Kroak included) knows one of these. Thanks to the rule “Contemplations of the Ancient One”, 1 Slann can swap a Lore spell with another one, but only at the end of your hero phase

Celestial Apotheosis
casting value 5+,
Pick a friendly unit within 18”, heal 1 wound. on a 10+ heal d3. (secondary effect: give -1 to bravery to nearby enemy).
It’s another spell that can be triggered in its empowered version by modified rolls, so it’s not bad at all and can be played in combo with other healing effects to ensure your dinos will stay alive. I would rank this as second best Slann spell.


Walk between Realms
casting value 6+,
Pick a friendly unit within 18”, that unit can fly.
If only the command ability of the Slann wouldn’t be very similar… never take this one at the beginning of the battle.


Mystical Unforging
casting value 7+
pick a enemy hero with an artefact within 12”. d3 MW and a 1/3 chance to break the carried artefact by said hero.
it helps you in killing a weak hero in a key position, but alas it works only on heroes that actually carry an artefact.
Situational at best, never take it at the beginning of the battle.


Celestial equilibrium
casting value 7+
add +1 to cast, dispel and unbind for all friendly wizards (but not the caster).
Kinda meh, the Slann loses a spell without even enjoying the bonus.
I would consider it only if you’re planning a magical bombardment, with a list that includes also Kroak and another wizard.


Stellar Tempest
casting value 7+
Pick an enemy unit within 24”; roll a die for each model in the target unit, 1 MW for each 5+.
finally a serious anti horde, with some nice MW spam, that can easily target the opponent since turn one even if you go first. One of the best spell we have, there’s really no contest. This should always be included in your list.


Drain magic
casting value 9+
Dispel all unbound endless spells within 24”. Pick it when you face a heavy magic army that uses them (possibly more than 2).



Skinks spells

No “Contemplations of the Ancient One” for skinks, so be careful with your choices

Celestial Harmony
casting value 5+
Pick a friendly unit within 18”, that unit is immune to battleshock tests. On a roll of 10+, it affects all friendly units within 18”
If you run Coalesced, you know you want this one. BUT skinks spells are good, and you could always use a CP to avoid losses due to low bravery.


Hand of Glory
casting value 6+
Pick a friendly unit within 18”, that unit can re-roll all 1s to hit until your next hero phase.
It’s almost the only way we have to re-roll 1s. It’s a must have for any kind of army (Starborne or Coalesced).


Extend Astromatrix
casting value 6+
Pick a basic terrain element (damned, arcane, inspiring…) within 18; “good” effects apply only to Seraphon, while “bad” ones affects only enemies. Of course, if you know you are facing an army that uses magic, it could be good to negate a +1 to cast… but it’s situational at best.


Fiery convocation
casting value 7+
Pick a enemy unit within 18”; up til your next hero phase, roll a dice at the end of each phase: on a 6+, inflict d3 MWs.
Weird spell: basically (not counting double turns) you are going to roll 12 dices (6 in your turn and 6 in the opponent’s), hoping to score as many 6s you can. it’s 2d3 on average, but I wouldn’t count too much on statistic on this. Excellent for lucky players.


Bind Endless Spell
casting value 7+
Pick a Endless Spell within 1”; up til your next hero phase, it’s a bound spell.
Basically, it lets you mess with opponent’s endless spells, which could be truly nice, but it’s another situational spell.


Tide of Serpents
casting value 8+
Pick an enemy unit within 12”; roll a die for each model in the target unit, 1 MW for each 5+.
it’s basically as “stellar tempest”, but with higher casting value and lower range. its additional value is that you can cast TWO anti-horde spell (leaving aside endless spells).


____________________________________________________


As you can see, our spells covers basically 2 different aspects: direct damage OR buff / debuffs, plus some weird situational utility.
Keep in mind that, especially with skinks, you will always find yourself in some difficulty: being them able to cast just one spell, you will need to take hard decisions.
It’s up to you to decide what kind of power you want to develope: Slanns are better equipped with damage and healing spells, while skinks excel in buffs / debuffs.
An army with Slann and Kroak could push for a magical barrage, while a Thunder Lizard could immensely enjoy a “protective” magical phase.
It’s always good, anyway, to have something for everything.
stellar tempest is a 8+ to cast
 
Thank you for doing this, it is super helpful for the community at large!

I am looking forward to the batallion write ups. I’ve been playing around with lists and am not sure how efficient they truly are. The extra artefact is nice, but with so many support heroes (and great units to bring) it’s tough controlling your drops in other parts of the list
 
Finally got my Battletome and opened it to the Starborne page immediately, I would just like to point out that RAW you can make summoning stupidly broken, each slann or oracle can carry out a celestial conjugation, but it doesn’t say each model can only do it once, so after you do it the first time, you reduce the spells you can cast with that model by 1, but it still hasn’t attempted to cast a spell, so it’s technically still before it attempts to cast its first spell, and nothing says you can’t do it again
 
Finally got my Battletome and opened it to the Starborne page immediately, I would just like to point out that RAW you can make summoning stupidly broken, each slann or oracle can carry out a celestial conjugation, but it doesn’t say each model can only do it once, so after you do it the first time, you reduce the spells you can cast with that model by 1, but it still hasn’t attempted to cast a spell, so it’s technically still before it attempts to cast its first spell, and nothing says you can’t do it again


I get your reasoning, but expect a FAQ on this because the reference to that "first spell" is confusing at best.
Were i the opponent i would refuse such a reading...
 
Coalesced - Koatl’s claw
in the shooting phase, you’ve got a 50% chance to inflict MWs to a enemy unit within 12”, breaking the item on a roll of 1. On average, we’re talking about 2-3 MWs in a whole game.
Kinda meh, but given that you must take it, at least don’t give it to something you want to keep in the rearlines.
I think it should be - Coalesced - Thunder Lizard
 
RAZORDON
missile weapon 18”, 2d6 hits (3+/4+, no rend, 1 dam)
melee: 3 attacks, 3+/3+ rend -2, 1 dam.
if charged, can resist and shoot automatically, but shooting only a d6 (which is a sort of joke).
Now, a maxed unit costs 240 pts and shoots an average of 21 spikes; only 7 will wound, with no rend.
If you buff them with a skink priest, things will improve a little.
they are far more dangerous in melee (-2 and 2 dam is solid), but their cost is too high

I mean, d6 attacks is bad on itself, but at least with -1 Rend it's ok?

Piercing Barbs: The volleys of spikes unleashed by a Razordon are especially dangerous at short range.
Improve the Rend characteristic by 1 for an attack made with a Volley of Spikes if the distance to the target is 6" or less.

If a unit of 3 will be charged, it's a 3d6 with rend -1 at the end of the charge phase. And if your opponent won't start his turn by killing them, you will devastate any unit that charged your razors with their melee (and if you buff them with Starpriest Staff ability it's become even better - 2 Rend and to wound on 6+ - 1MW).

3d6 attacks with -1 Rend and SS buff on MW:
5+ Save: 4 dmg (3 dmg without buff)
4+ Save: 3,5 dmg (2.33)
3+ Save: 3 dmg (1.75)

Basically, a free 2-4 wounds on an enemy unit. Still, everything need to be tested on the "field" :D
 
Basically, a free 2-4 wounds on an enemy unit. Still, everything need to be tested on the "field" :D

i think your evaluations are a little more than the average result.
with -1 rend, to inflict 4 wounds on a 5+ unit… it means that those 3d6 rolled 12 hits (more than the average, which is 10.5): of those 12 shots, on average 8 will hit successfully and 4 wound. No save made.

but anyway, 2-4 "free" wounds is not a deterrent to not charge a 240 pts unit. It's just a marginal utility.
 
Remarks:

- Sunclaw oldblood can't be mounted.
- starborne shadowstrike: it's a cheap way of getting additional CP/artifact as it's the cheapest battalion to fill up since it mostly consists of fodder & units you're going to be taken anyway (let's face it nearly every list is going to include some skinks and a starpriest or priest..). Also it can be used to get a blob of rippers in range without giving your opponent a chance to shoot them off the table. So for a heavy ripper list it seems usefull. Terradons benefit less as they can't move so you'd need an extremely good charge to drop your stones.
 
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