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Found 139 results

  1. Let's Chat: Seraphon 2017

    For discussion about lists and standout units in the new handbook. I'll go over my initial thoughts of what stands out to get the party started. The allegiance ability is amazing. Five free lightning chariots per game (assuming a 2+ roll) with no range restrictions and no need for the priest to be nearby to cast the prayer. The lizards seem to now be amphibians because this is some SLIPPERY shenanigans. If Slann roll double to cast, add 6" to the range of the spell. Slann can unbind from anywhere. Croak at 450 is about right. The command ability can save your life. The frog's spells are great on a Balewind Vortex with an Astrolith bearer, hitting the entire table with mortal wounds. The command ability can be used to fix a bad roll on the allegiance ability. Or any bad roll. Engine of the gods is worth taking alongside a Slann. Rolling four and choosing three almost guarantees you can select the 25" mortal wound blast. I rolled 40 times in a row and missed it twice. Furthermore, if you use Kroak's command ability, it's totally feasible to roll triple sixes, even moreso if you cast the Starseer's spell which allows you to increase a single die roll for a unit by +1 (you can also give this to a slann via command trait). Getting this is probably an auto-win, as you get an entire extra turn of scoring. Knights are great now. 5+ save ignoring rend -1. Might be as good as liberators since they are fast and can march for double speed. The firelance battalion, at only 100 points, is a screaming deal and you could easily build a list around these guys. All the Saurus are good. A Saurus heavy army could be led by the Oldblood on Carnosaur, giving every hero within 20" 2 extra attacks to one of their weapons. Skinks are ridiculously good for 60 points. 40 wounds for 200 is absurd. They will go down to battleshock, but that still means some powerful unit directed enough attacks to do 20 wounds at 200 points! An incredible trade that can give you an advantage. I will be buying more skinks. Artillery is possible. I like Salamanders. I like the idea of a summoning list using Kroak or a Slann. Bring out whatever you need to get the job done. I would take a slann and give him the ability to come back with d3 wounds if I am worried about the opponent sniping him off first turn. The strength is the versatility. So many warscrolls with battalions and heroes now pointed appropriately means the Seraphon have all the tools to get it done. Chameleon skinks remain amazing. They can set up right in the opponents face and are pointed well at 120. 3+ save in cover is thematic and very powerful. The threat of summoning these in can cause all sorts of problems for your opponent. Eternal Starhost remains the standout. Command Traits: Slann: General can re-roll one on cast. Very good. Can take the spells of the skinks. Also great. Free 200 point starseer spell. Teleport 2 units per turn? Amazing. Saurus: Use both inspiring presence and the command ability. This is awesome. Throw your unit of 40 skinks or 40 warriors in to stay. Re-roll saves of 1 is also nice. Skink: These are odd. I will probably never run these. Using celestial rites twice is ok, but a skink general may just get shot off quickly. What is everyone's favorite artefact? They all seem good. Mortal wound spam remains a problem. Does anyone like Kroxigor? The jaws ability is cool and could slay a hero, but that's a bit too situational for me. Dracothians tail: An amazing battalion. Single drop with two artefacts. Now we have a reason to paint those knights from the SC boxes. (Does kouteq count as a named character? can he take artefacts?) Fangs of Sotek: Very cool as well. Two command abilities. Use the Slann as normal and use the oldblood to buff your saurus heroes. What's everyone looking to run?
  2. Seraphon list, c&c please

    Dusting off my dinos for a game this weekend against stormcast and was planning on running this list 3x10 saurus guard Eternity warden Eternal starhost Slann (great rememberer) Skink priest 2x5 chameleon skinks Bastiladon Stegadon So how bad does this suck?
  3. How to Start Collecting: Seraphon

    Howdy, folks! This is a guide to show you how to get the most out of your Start Collecting: Seraphon box. I believe the ideal number of these boxes to purchase is 2, in order to minimize the number of unusable models (following Matched Play unit composition rules) from the Knights and Warriors units. However, if your opponents dont mind you paying points-per-model, instead of the increments listed in the General's Handbook, you'll likely be perfectly fine with a single box. With two boxes, you get a solid mix of different units to build, which you can mix and match for 1000 point games. When I use the phrase "full command," it refers to having three models in a unit representing a single leader (Alpha), standard-bearer (Stardrake Icon), and musician (Wardrums). This terminology comes from Warhammer Fantasy Battle. Sprue Breakdown ...for one Start Collecting: Seraphon box. Carnosaur/Troglodon 1 Carnosaur/Troglodon sprue, which is used to assemble the majority of the Carnosaur or Troglodon. 1 Carnosaur/Trogolodon "Riders" sprue, which contains bits for the Saurus Oldblood, Saurus Scar-Veteran, and Skink Oracle. It comes with an additional set of legs for the Saurus Rider to be assembled "on foot". You can find parts of the Troglodon's collar and the back spines on the sprue as well. There are several weapons options and decorations on this sprue, some of which are for units that no longer exist in Age of Sigmar. There are lots of good bits on this sprue for decorating and conversions. If you use the sprues to build a Saurus Oldblood or Scar-Veteran on Carnosaur, you will have leftover bits with which to convert a Skink Hero of some kind. I recommend a Skink Starpriest, as I think he's very useful with the units you will have from Start Collecting: Seraphon. You can also magnetize the Saurus rider to switch between the Saurus Oldblood and Scar-Veteran. I recommend modeling the Saurus rider with armor. If you use the sprues to build a Troglodon, you will have leftover bits with which to create a Saurus Hero on foot. I found this handy guide which explains how to create a Saurus Hero on Foot. With the amazing power of magnets, this Saurus Hero can represent either a Saurus Oldblood or Saurus Sunblood. Saurus Warriors 3 Saurus Warriors Club sprues, which have the bodies, legs, club-wielding arms, shield arms, and shields. 3 Saurus Warriors Spears & Command sprues, which has the heads, spear-wielding arms, banner-wielding arm, two banners toppers, arm holding a drum, arms holding mallets,s. With the bits provided, for each 4 Saurus Warriors you assemble, one model may be assembled as an Alpha Talon, one model may be assembled to carry a Stardrake Icon, and one model may be assembled to carry Wardrums. If the minimum size of a unit of Saurus Warriors was 4 models, you could build three 4-model units, each with full command, from a single Start Collecting: Seraphon box. You are not forced to assemble any Saurus Warrior as a Alpha Talon, Stardrake Icon-bearer, or Wardrummer. As an alternative to Saurus Warriors, you can convert their weapons into polearms by snipping the heads off of the spears, and attaching the heads of the clubs. Tell your opponents they are Saurus Guard. Only 3 of the clubs resemble the polearms from Saurus Guard, so you may look to other bits for an appropriate polearm head. I recommend painting converted Saurus Guard with faded scales/skin to look older and more weathered than Saurus Warriors or Saurus Knights. For Matched Play, these sprues provide enough parts to assemble a 10-model unit of Saurus Warriors with full command. Two Saurus Warriors will be left over. If you make the Saurus Guard conversion, you can assemble two 5-model units of Saurus Guard with full commands, or one 10-model unit of Saurus Guard with full command. Two Saurus "Guard" will be left over. Saurus Knights 2 Saurus Knights Lance sprues, which have lance-wielding arms, the banner-wielding arm, banner accessories (including toppers), shield-carrying arms, wardrums, some club-wielding arms, an alternative head for the Alpha Knight's mount, and some decorations. 2 Saurus Knights body sprues, which contain the Saurus bodies, remaining club-wielding arms, Saurus heads, including an additional head with which to indicate the Alpha Knight, and some decorations. 8 Cold One sprues, each of which contains all the bits to assemble a complete Cold One mount. With the bits provided, for each 4 Saurus Knights you assemble, one model may be assembled as an Alpha Knight, one model may be assembled to carry a Stardrake Icon, and one model may be assembled to carry Wardrums. If the minimum size of a unit of Saurus Knights was 4 models, you could build two 4-model units, each with full command, from a single Start Collecting: Seraphon box. You are not forced to assemble any Saurus Knight as an Alpha Knight, Stardrake Icon-bearer, or Wardrummer. For Matched Play, these sprues provide enough parts to assemble a 5-model unit of Saurus Knights with full command. Three Saurus Knights will be left over.
  4. Hey guys! I'm a new player and just have 2 rules questions. 1) Carnosaur's Bloodroar - If a enemy unit takes a battleshock test within 8" I can roll for this ability. If for example a unit has Bravery of 8 and only loses one model, although they cannot fail the battleshock test is technically still made? If it is I can then roll for the Bloodroar. 2) Engine of Gods - Cosmic Engine 14-17 A Seraphon unit is called forth from Azyr to join your army. Set up all of its models within 8" of this model, and away from 9" of anyone else. I assume you have to pay for this unit via reinforcement points?
  5. Seraphon fluff

    Hi guys. New to the Seraphon and I've been reading the fluff (I followed the end times fluff closely then sold my Lizardmen when I heard the rumors of AoS/Fantasy being killed). I'm back into AoS now I really, really miss the fantasy game and Lizardmen are still my favourite army of any system ever. So following the end times - The Lizardmen as a race were all destroyed and the Slann teleported back into the stars. As far as I can tell now - this is where they remain and are working on a overarching grand plan to destroy chaos. When Slann do appear via the stars, normally in a dramatic white light blinding beam teleportation fashion it normally seems "random" to other races but it's actually again part of the "big picture". Slanns have different ideas on how they will vanquish chaos and restore order, but that's what they've ultimately been planning since they were birthed from Dracothian, the great star dragon who breathed life into them. The Seraphon "army" isn't a real thing in itself, it's a army brought into reality from the Slanns raw magical power and is fueled by Celestial energy (Does Sigmar have any part in this or is it purely willed into existence by the Slanns raw power) and the army are made of celestial power. Once the Slann has decided the objective is completed the Slann return to the stars and the armies they have willed into existence go back into memory / celestial energy to be called upon again? This is what I've understood so far. Am i off the mark or this is about right?
  6. Seraphon fluff

    Hi guys. New to the Seraphon and I've been reading the fluff (I followed the end times fluff closely then sold my Lizardmen when I heard the rumors of AoS/Fantasy being killed). I'm back into AoS now I really, really miss the fantasy game and Lizardmen are still my favourite army of any system ever. So following the end times - The Lizardmen as a race were all destroyed and the Slann teleported back into the stars. As far as I can tell now - this is where they remain and are working on a overarching grand plan to destroy chaos. When Slann do appear via the stars, normally in a dramatic white light blinding beam teleportation fashion it normally seems "random" to other races but it's actually again part of the "big picture". Slanns have different ideas on how they will vanquish chaos and restore order, but that's what they've ultimately been planning since they were birthed from Dracothian, the great star dragon who breathed life into them. The Seraphon "army" isn't a real thing in itself, it's a army brought into reality from the Slanns raw magical power and is fueled by Celestial energy (Does Sigmar have any part in this or is it purely willed into existence by the Slanns raw power) and the army are made of celestial power. Once the Slann has decided the objective is completed the Slann return to the stars and the armies they have willed into existence go back into memory / celestial energy to be called upon again? This is what I've understood so far. Am i off the mark or this is about right?
  7. [Cards] for Seraphon

    Hi guys, might aswell share this again as I still like doing them. Printable version aswell. Link: http://docdro.id/lpopvuh Artefacts will be up soon, not too many cards to cover for Serpahon but they all count and I think the stars and celestial bodies spell a very hopefull future for the Seraphon More soon! Hope you guys like it. Cheers,
  8. Slann Arcane Vassal

    Hello guys, I have a question about Slanns’ Arcane Vassal Ability : He can pick a skink Vassal to make a cast that is up to 18’’ away from him. If an opponent that is able to dispel is within 18’’ of the Vassal but not from the Slann will he be able to try dispelling ? Reading the wording of dispelling that “requires a dispelling character be within 18 of a caster casting a spell” I would say he cannot since the Vassal simply channels, doesn’t cast. Thanks !
  9. A new seer in the stars (Of the scaled type)

    Hello everyone! Recently locally my friends have been playing a lot of AoS and I've really missed that fantasy esc game and lizardmen have always, always been my favourite fantasy army. So I bit the bullet and I have this on the way to me - New GHB Seraphon battletome 2 Start collecting boxes 24 Skinks 1 Bastilodon 1 Skink Starpriest 1 Skink Starseer. Very, very excited to start work on this all. No idea of any of the rules of anything I've bought, but I get my dinosaurs back!
  10. Seraphon - Getting into the hobby

    Hey guys, I'm traveling to a city that was a GW store, so I think its the right time to start in the hobby. I can see that everything is messed up because of the GHB, but I'm in love with this little lizards. Which are the unitis you recoment me buying and how can I put them together with the Start Collecting! units? Thanks a lot!
  11. How to Counter Seraphon

    Hi All, Quite a new player here. I used to play back in 2006/7 but it was too overwhelming for my 6th grade brain. A friend and I have started up again, him starting Seraphon (the one I always wanted of course) and I started nurgle. Before GHB2017, it was fine, but now that he can teleport his carnosaur into me and then when i put a bunch of wounds on him, he can just teleport it out. Not too sure what to do to beat that. (We've only just started trying to play with objectives.) Quote
  12. Seraphon at the GT FINAL 2017

    So last weekend I attended the AOS GT final at Warhammer world, originally I wanted to take night haunt but unfortunately wasn't able to get the army done in time, I was however fortunate enough to have a friend with a very large seraphon army. The army I used was obviously not the most thought out as I wrote it in the queue to register but I was really excited to be trying out a new army with new allegiance abilities etc.. and thought Id write my thoughts on seraphon if I were to start an army in the future. So the list I took was ... Allegiance: Seraphon Leaders Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Incandescent Rectrices Saurus Scar-Veteran on Carnosaur (240) - Warblade Saurus Oldblood on Carnosaur (280) Battleline 15 x Saurus Guard (300) - Seraphon Battleline 10 x Skinks (60) - Meteoric Javelins & Star Bucklers 10 x Skinks (60) - Meteoric Javelins & Star Bucklers Units 6 x Ripperdactyl Riders (280) Behemoths Bastiladon (280) Stegadon (240) Reinforcement Points (0) Total: 2000 / 2000 Again not the strongest build by any means but going into the event I was just happy to be playing AOS tbh so and at the end of the day loved the army. So to begin with the Slann was very useful to the army, I would say he was essential as he does add a lot (3 spells, constellations and of course his command trait), his command trait which allows 2 units to teleport instead of 1 was awesome it allowed a relatively slow army to out manoeuvre other armies; and that allegiance ability I feel is soo pivotal in certain scenarios like total conquest and scorched earth. The artefact I took on the Slann is basically seraphon's version of the ring of immortality and ... it never came into effect as he never died in any of the 6 games, lucky frog. However considering how important the Slann is to the army I would defo take it again. So battleline lets talk about them so in the list I took I had 15 saurus guard and 2 x 10 skinks, the saurus guard I really enjoyed 2 attacks each 3's to hit and wound they can put out a fair amount of damage and keep them near a hero (typically the Slann) they have a 3+ save that ignores -1 rend couple that with a mystic shield and they are super tanky, until mortal wounds turn up. The one thing im still not 100% sold on is whether they were worth their pts one bad match up and they can die very quickly and you do need to build your list to make them really good, but I was super happy with them and I would try them in a lot of lists in the future but you could drop them take a 3rd unit of skinks and have 240 pts to play with. Speaking of which the skinks, the true heroes of the battleline, on paper their ability to retreat from combat looks cool but people were aware of this and typically attacked them first but that does add a lot of tactical choices especially if you have multiple units in combat, one will get away. Again coming back to board control/ speed of the army, throwing 10 of these lizards around the board on objectives that your opponent has left unguarded was really fun. All in all the battleline was solid and I would take those units again. The big dinosaurs were put in the list cos my friend who I borrowed the army from thought it would be cool to take 4 big dinosaurs, and it was... stomp stomp stomp. The 2 Carnosaurs were tbh a let down in almost every game, don't get me wrong they are only 240 and 280 pts so your not spending 400pts on 1 monster but they didn't really feel like they added anything to the list, they were super cool to use until they charge 15 night runners and kill 1... lol. The lack of rend hurts, their armour save isn't great (mystic shield was busy when they rang) I would try the Oldblood again but the big factor was they don't add anything to the army that something else cant do better, but I enjoyed them and like I said they are pretty cheap. Now the Stegadon actually surprised me I had the giant bow on it cos I wanted some shooting in the list and in combat its not that bad -3 rend is also very useful, it was a gd solid unit in all the games and with ability to teleport it (again such a cool ability) I really liked it however it is overshadowed by the next unit; the Bastiladon. In the new generals handbook I think 1 in a list is essential the first scenario duality of death I threw mystic shield and teleported it onto and objective, which I think its fair to say won me that game, and for 40pts more than a Stegadon its not a hard choice. Now in every game I found that its shooting attack even with the right constellation wasn't great not bad but not broken, I would defo take 1 just to camp on an objective and have some shooting. And then finally the last unit I want to talk about the Rippers... omg I love rippers. Now placing that bloat toad doesn't happen until your 1st hero phase so you do get some idea where enemy units may be when your rippers engage them although towards the end of the event I think its safe to place the toads near an objective or in the center of the board. However they are very situational they are super duper amazing against anything with a 5+ save then they obviously get a lot worse against good save but its a dice game and making your opponent roll armour saves means they will fail some which is why I really like them, they murdered 30 skeletons in a turn which is always fun and then 3 rippers killed a vermin lord deceiver on full wounds in a turn. The kind of downside is they die very quickly 5+ save that ignore -1 rend is okay at best, overall super cool unit that I would include in almost every list. So the army as a whole was a lot of fun to play the allegiance abilities make the army soooooo tactical being able to teleport units multiple times in one game is cool, making your opponent think about where you could be can be huge in game, as they could rush forwards to try and charge you and then bam ... not there anymore. I am strongly considering doing an army of them at some point in the future and this event gave me the opportunity to fine tune the list that I would take, overall seraphon are awesome and when people get armies painted I think we could see people doing very well with them at events.
  13. Here I bring the magnetizing that I made for my Carnosaurus of the Carnosaurus/Troglodon set. Cause Otherways it would have been too long as video I decided to separate the Carnosaurus realization from the Troglodon one (and other sub parts about other option avalaible). I prefer to use the video way both cause I have my YT channel and cause otherway the written step by step explanation would require quite a lot of writing and wooyld lose some of the interest I think. About the color Scheme is simply cause I prefer the old forest tye to the actual ones, instead for the scales I loved the painting about the Sacred Armies in a WD and I liked the Idea about the "preferred ones" so for now they are white in these moment, but I'm deciding wich scheme of colore integrate in this main models. So here it's the video, I hope you'll like it as much as I liked to realize the model itself^^
  14. COMMAND ABILITY Savage Charge: If a Scar-Veteran uses this ability, then you can re-roll charge rolls and hit rolls of 1 for SAURUS units within 8". In addition, until your next hero phase this model and any Saurus Knights within 8" make an additional attack with the Cold Ones' Vicious Bites. Given the above (word for word what's on the warscroll, same formatting), what, if any abilities travel with the units? If the command ability is used in the hero phase, and then a unit of Saurus Warriors moves 10" away from the Scar-Veteran, do they still get re-rolls? If a unit of Saurus Knights move away, do they still get the extra attack? EDIT: I'm looking for word smithing arguments for Rules as Written - I have zero interest in 'intent'.
  15. Xlanax Lot - Bastiladon

    For commission services please visit this link
  16. Hello! q1: Does Lord Kroak vessel through skink priests and troglodons? It is said that this rule is used by Slann Starmasters, so I guess not. q2: Same question with Lord Kroak and Slanns constelations. do they work for Lord Kroak (again rule for Slann Starmasters)
  17. Xlanax Lot Bastiladon

    This was a commission for a client that wanted his seraphon to look like they where made from space-matter (a physical manifestation of the stars of Asyr) if you are interested in a commission please follow this link
  18. Hi, i have a tonne of saurus warriors and skinks sort of getting there, but I'm daunted by painting their teeth. Anyone able to give any pointers? brush type, technique, colours to go with etc. much appreciated one and all.
  19. Lords of Space and Time

    Hello, Does using lords of space and time on a unit in combat count as retreating? As in can they shoot or charge that turn? Cheers, Jack
  20. Dread saurian yay or nay?

    So I'm looking at building seraphon as my next army however been looking at the dread saurian model mainly cause it looks cool and huge but unsure how it will play in game
  21. Hey everyone, I am a new to wargames and I don't have store nearby so I am wondering about the size of some of the models.(height,lenght) Any models are helpful but i mostly wondering about: Carnosaur normal saurus warrior Stonehorn Thundertusk Terrorgheist
  22. Hi everyone, I was wondering how do you paint the scales on the carnosaur purple? I basically want this look: http://taleofpainters.blogspot.fr/2016/01/showcase-seraphon-by-banzai1000.html
  23. Seraphon - Getting into the hobby

    Hey guys, I'm traveling to a city that was a GW store, so I think its the right time to start in the hobby. I can see that everything is messed up because of the GHB, but I'm in love with this little lizards. Which are the unitis you recoment me buying and how can I put them together with the Start Collecting! units? Thanks a lot!
  24. 1k Seraphon C&C welcome

    Bought a bunch of Seraphon from a friend and ordered a Slann to celebrate Ghb17. This is my first list, with the blinking about rule in mind a bit. Mind I've no idea on pts changes exactly. Now I'm super new to this army so any comments and critique is welcome! Slann starmaster Skink priest or starpriest 20 saurus warriors 10 Saurus guard Troglodon The idea is to use the saurus as a wall and harass with the troglodon or the saurus guard while the slann and skink give support. Nothing terribly exciting perhaps? I got a Stegadon as well but I'm not sure I like it compared to let's say a Bastilodon for ranged or a carnosaur/troglodon for close combat.
  25. Xlanax_lot - Starblood

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