Stegadon
Seraphage
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This army must be one of the most awesome things ever !
I don't know. It just happened.How did this thread go from useful non-Seraphon units to ridiculous proxies?
I found his warscroll in the Empire warscroll compedium on GW: https://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-the-empire-en.pdf
What about a dwarf cannon (or even an organ gun)? Long range destroyer, and everyone is afraid of it. The cons are that it's expensive, and you kind of want to have an engineer nearby to reroll hit rolls, but then you want to take a second warmachine with him, and the whole thing escalates pretty quickly into a full on artilery battery of doom with some skinks running around.
Since I have some lizardmen and dwarfs since 7ed, I'm kind of inclined to mix them together. Tried caņnon once so far, it took out an abomination, a rat hero and did some more damage. Shooting into combat is OP.
I play also dwarfs, and they are an EXCELLENT artillery.
If you want an heavy shooting support, I agree that a couple of dwarven warmachines with cogsmith is probably the best.
However, if you're on a budget, probably a single Rocket Battery of the empire would be better: it's less reliable than a dwarf cannon, but it's less dependant to engineer, so it works pretty nice as a single unit. the same can be said for Elven Bolt Thrower.
Actually, i tend to design my order armies as "alliances" of 2 factions.
Seraphon w dwarfs (so double dwarven artillery w cogsmith)
Seraphon w Empire (hurricanum and rocket battery)
Seraphon w elves (ellyrian reavers and Bolt Thrower).
Back to topic; I tend to run cannons with Grim Burloksson instead of the cogsmith, and then add a unit of 20 thunderers (they get 6" inch extra range from Grim). It's an awesome combo because shooting is fun! But it comes in at 740p if you use double cannons.
If we're talking about named heroes...
Then this thread absolutely need Teclis, from High Elves!
A wizard with save 4+ is always welcome, especially when it comes with a +2 to casting and unbind.
But wait: if you cast successfully a spell with a result 3+ higher than the mnimum required, he doubles the range. With a +2 to casting, it's not that hard to roll a 6 and cast arcane bolt at 36".
But the best thing is his unique spell: it's casted at 5+ (so yeah, Teclis fails only on a double 1), it inflicts 1 mortal wounds and halves the move, run and charge of the target unit.
Say goodbye to fast hitters, Teclis will turn them into sitting ducks.
I had never known of him until this moment. He definitely seems really reaaaaallly good. Here comes the tough question though : Point Cost ?![]()