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Ripperdactyl

Wilhelm Stürmer

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UPDATED INFO FOR SERAPHON BATTLETOME 2020

Here's the discussion based around the new tome.
Here's a work in progress spreadsheet of condensed information from the new tome.

Original Post:
The local Games Workshop is starting a Slow Grow League tomorrow and as I only have a Seraphon Start Collecting box at my disposal, I used the tutorial by @Crowsfoot to build a Scar-Vet on Cold One, a Sunblood, and a Skink Priest. Oh, I forgot a bought a Skink Starpriest off a local gamer. The first games are 500 points. Here is the list I came up with and I'd appreciate input on it, particularly which Leader should be the General and what Artefact to take.

LEADERS
Saurus Sunblood (120)
Skink Starpriest (80)
Saurus Scar-Veteran on Cold One (100)

UNITS
5x Saurus Knights (90) - Lances
10x Saurus Warriors (100) - Clubs

TOTAL: 490/500
WOUNDS: 38
LEADERS: 3/4
BATTLELINES: 1 (2+)
 
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I would go with either the Scar Veteran on Cold One or the Skink Starpriest. If you want additional command points for Savage Charge then make your ScV your general and take Mighty War Leader. If you aren't concerned with potential additional Command Points then make your Skink Starpriest the General and take Master of Star Rituals for rerolling 1's to saves for a unit.

Are you allowed to use the Malign Sorcery rules? If so, the best options for artifacts are generally in the Artifacts of the Realms section. Taking one of the shooting artifacts such as the Wraithbow (shyish) or Rockjaws (Ghur) can be very strong at low point counts. Prism of Amyntok from the GHB2018 Seraphon Artifacts List is also a good option. These items in addition to Arcane Bolt will give you a good chance of killing an enemy heroes quickly.
 
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I would go with either the Scar Veteran on Cold One or the Skink Starpriest. If you want additional command points for Savage Charge then make your ScV your general and take Mighty War Leader. If you aren't concerned with potential additional Command Points then make your Skink Starpriest the General and take Master of Star Rituals for rerolling 1's to saves for a unit.

Are you allowed to use the Malign Sorcery rules? If so, the best options for artifacts are generally in the Artifacts of the Realms section. Taking one of the shooting artifacts such as the Wraithbow (shyish) or Rockjaws (Ghur) can be very strong at low point counts. Prism of Amyntok from the GHB2018 Seraphon Artifacts List is also a good option. These items in addition to Arcane Bolt will give you a good chance of killing an enemy heroes quickly.

Would it be worth it to replace the Starpriest with a Priest, so I get the full benefit of MoSR?
 
I would keep the Skink Starpriest over the regular Skink Priest for two reasons. Firstly, Summon Starlight is very strong. Lastly, you get the added benefit of having a Wizard to unbind and dispell.
 
Battlereport:
My game ended up being severely shortened due to the game ahead of us taking very long. We had about 40 minutes of play time, so I think the pressure caused some forgotten abilities, spells, etc.

My opponent brought:
Waywatcher
10 Sisters of the Watch
1 unit of Kurnoth Hunters with scythes

I made the Skink Starpriest my General, picked Master of Star Rituals, and brought the Prism of Amyntok Artefact.

Turn 1:
I kept the Scar-Veteran on Cold One with the unit of Knights, to hopefully benefit from Savage Charge. I kept the Skink Starpriest behind cover, and the Warriors and Sunblood were placed out near each other. My opponent deployed first and had me go first. I attempted Lords of Space and Time on the Sunblood, but whiffed it with a 1. I successfully cast Summon Starlight on the Warriors and applied Serpent staff to the Knights. The rest of my first turn just movement, as I was outside charge and combat ranges.
Opponents turn 1, he teleported the Sisters of the Watch behind my Warriors and killed half the unit. The Waywatcher killed 2x Knights at range. I couldn't strike back with anything.

Turn 2:
As we were pressed for time, we simply went back and forth on turns. I got a 3 on LoSaT and teleported the Sunblood 9" away from the Waywatcher. I used the Prism on the Sisters, killed 5 and then killed one more with Arcane Bolt. The Sunblood got it's 9" charge, but I failed the Knight's charge and opted to not charge the Scar-Vet alone. I turned my remaining 5x Warriors around and moved, then charged them into the SotW, killing two more in Combat. Waywatcher struck back into the Sunblood, but whiffed. The Sunblood then knocked the Waywatcher down to 1 Wound. The Sisters killed the two remaining Warriors.
Opponents turn 2, he got his Kurnoth Hunters in combat with the remaining 3x Knights and Scar-Vet on Cold One. The Scar-Vet took 3 Wounds and my Knights were left with one model with 1 Wound. I struck back with my Sunblood and killed the Waywatcher. His Waywatcher inflicted 3x Wounds into the Sunblood.

Turn 3:
I charged the Sunblood into the Kurnoth and inflicted some damage, but didn't kill any. The Kurnoth killed the remaining knight, but we had to end the game at that point due the store closing. My opponent graciously called the match a draw in his report on TGA Community, but based on wounds of dead models, he won by 5.

Upon reflection, the rushed nature of the game contributed to A LOT of missed ability usage. I'm fairly certain I missed using Ferocious Rage and Fury of the Seraphon. I did use Scent of Weakness twice on the Waywatcher. All in all, I'd like to play this match up again, but more relaxed, so we can both be sure to use the army's full potentials.
 
I recommend making a write up for all your abilities and the phases they occur in. Having a cheat sheet with all the actions you intend to preform in each phase will help as learn the army and insure you don't overlook an ability or create missed opportunities.

Sounds like you had a good opponent.

Thanks for the batrep!
 
I recommend making a write up for all your abilities and the phases they occur in. Having a cheat sheet with all the actions you intend to preform in each phase will help as learn the army and insure you don't overlook an ability or create missed opportunities.

Sounds like you had a good opponent.

Thanks for the batrep!

I've done this before when my friend, who I played, got me hooked by letting me play with his Ironjawz army and it definitely helped. Thanks for the advice. I'll probably write that up today or tomorrow. Looking forward to the next battle.
 
So, the league will be growing by 250pts. Next battle: 750pts. I will likely be playing the same opponent and he will likely bring the same list, plus some more Wanderers, specifically Glade Guard. His army is very shooty, which obviously presents a bit of an issue for Seraphon, especially in matched play. Edit: ALSO, his army has less drops, so if I can get my drops to 4, then I might actually get a chance to go first. His 500pt army was 3 drops and mine was 5 >_<

So, advice time, if you please. Here's the assembled models/units available to me, currently:

1x Saurus Scar-Veteran on Carnosaur
1x Saurus Scar-Veteran on Cold One
1x SaurusSunblood
1x Saurus Astrolith Bearer
1x Skink Starpriest
5x Saurus Knights
10x Saurus Warriors

It's highly likely, before this 750pt battle, I will have available to me a Seraphon Starclaw Strikehost box, which for reference contains:

1x Bastiladon
1x Troglodon or Saurus Scar-veteran/Saurus Oldblood on Carnosaur. Building the Skink Oracle on Troglodon allows a Saurus Oldblood on foot.
6x Terradon/Ripperdactyl Riders
24x Skinks

I haven't built a list yet with this info at my disposal, but I wanted to see what suggestions I could get here. A simple, albeit not great option, is to simply add the existing Carno to my list and have 20pts for an endless spell, likely Quicksliver Swords. I'm going to use the Warscroll Builder and play around a bit while I await y'all's learned input. ;-)
 
I would change things around to bring a Slann. The Slann's command ability will help to neutralize his shooting:D
 
I would change things around to bring a Slann. The Slann's command ability will help to neutralize his shooting:D

That is an option and I do need to get a Slann, as I am working towards a specific 2k army. BUT, I have to buy one. The big box above is advanced partial payment for a gaming table I'm building for my opponent (we work together). So, I'm not dropping that cash all at once. And I'll likely be buying materials for said table soon. I might be able to purchase one, but if I can't, do you have other suggestions?
 
I like this discussion and it got me thinking about also needing to buy Salamanders for the same 2k list I mentioned above. If I did that, I could have something like this:

Skink Starpriest
6x Ripperdactyls
20x Skinks
3x Salamanders
Balewind Vortex
Shadowstrike Starhost Battalion

As a side question @LizardWizard, I saw you mentioned Razordons are great units for low point games. Is there a real advantage to them over Salamanders, or vise-versa?
 
I like this discussion and it got me thinking about also needing to buy Salamanders for the same 2k list I mentioned above. If I did that, I could have something like this:

Skink Starpriest
6x Ripperdactyls
20x Skinks
3x Salamanders
Balewind Vortex
Shadowstrike Starhost Battalion

As a side question @LizardWizard, I saw you mentioned Razordons are great units for low point games. Is there a real advantage to them over Salamanders, or vise-versa?

Razordons don't need handlers saving you points, (Salamanders need the handlers to increase range) also they do decent damage where as Salamaders tend to be all or nothing, both can be good or bad.
 
@Crowsfoot nailed it.

There are few other things to consider as well. Razordons have a bit of an at the moment due to the prevalence of skeleton hordes in the meta. The -1 rend means the skeletons are reliant on their Deathless Minions save after save. You will pretty well melt a unit of skeletons with a unit of 4 Razordons. The range of the two units is also a factor. Razordons can be teleported with LoSaT and still have range on their targets. Salamanders need to roll a 5+ with LoSaT. Razordons also have Instinctive Defense which is a huge disincentive to charges.

Lastly, Salamanders are better at killing monsters and elite units. Razordons are good at kill horde units or heroes with low wounds and high saves.
 
Okay... just came up with this 750pt army.

Allegiance: Seraphon
Skink Starpriest (80)
Saurus Astrolith Bearer (160)
20 x Skinks (120)
- Meteoric Javelins & Star Bucklers
3 x Ripperdactyl Riders (140)
Shadowstrike Starhost (180)
Balewind Vortex (40)
Suffocating Gravetide (30)

Total: 750 / 750
Extra Command Points: 1
Allies: 0 / 200
Wounds: 39

Well, CP would be useless to me, BUT the Balewind and AstroBear would increase the Starpriest's casting range by 14"! Plus, I'd have the Battalion. And the Gravetide can assist with shooting. However, his Kurnoth Hunter's wouldn't be held up for long by the Skinks, which is basically the only thing they'd be good for in this battle.
 
Okay... just came up with this 750pt army.

Allegiance: Seraphon
Skink Starpriest (80)
Saurus Astrolith Bearer (160)
20 x Skinks (120)
- Meteoric Javelins & Star Bucklers
3 x Ripperdactyl Riders (140)
Shadowstrike Starhost (180)
Balewind Vortex (40)
Suffocating Gravetide (30)

Total: 750 / 750
Extra Command Points: 1
Allies: 0 / 200
Wounds: 39

Well, CP would be useless to me, BUT the Balewind and AstroBear would increase the Starpriest's casting range by 14"! Plus, I'd have the Battalion. And the Gravetide can assist with shooting. However, his Kurnoth Hunter's wouldn't be held up for long by the Skinks, which is basically the only thing they'd be good for in this battle.

Ditch the bearer and bring in more bodies, 6 rippers will kill anything at the point level.
 
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