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Games Workshop Warhammer AoS - Seraphon Saurus Knights

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For a Double they can use Voracious Appetite to try to do as much free damage as possible: it’s on a 4+ for a potential 6 damage. Tide of Serpents from the Skink priests has a higher potential for the same cost. General - Greatblade - Command Trait: Old and Grizzled - Artefact: Amulet of Destiny (Universal Artefact) Battleline 5 x Saurus Guard (115)* Contents: 1 x Orruk Warchanter (Hero), 10 x Orruk ‘Ardboyz (Batteline) and 3 Orruk Gore-Gruntas (Batteline in Ironjaws or Big Waagh! army)

One of the few old sculpts to survive the purge, it is very funny to see them sitting next to their new big brothers. Now no longer the ‘elite’ melee combatants of the foot Saurus world, with regular Warriors catching the same combat profile, Guard come with a baseline 3+ save and the Selfless Protectors rule allowing them to catch incoming wounds and mortal wounds on a 3+ for non-monster Seraphon heroes. At 130 for 5 these are really spendy for what they are, but the catch is: they’re the only unit that does this job. If you’re playing Starborne your gameplan probably revolves around keeping a Slann alive. These keep your Slann alive, and therefore have a role. Skinks The Starseer can fly 4″, while the others can move 6″ but have access to the Skink common ability Nimble Retreat, that for a Double allows a bonus disengage. Really useful to run away from enemies getting too close for you to be comfortable. Some of the best casting in the game. While not on the level of the Disciples of Tzeentch, Seraphon have access to one of the most powerful wizard options in the game-The Slann Starmaster. They provide both a consistent casting base, and a powerful defensive base against magic being able to dispel up to three spells at infinite range with a +1 to the attempt. If you want to go even further the Seraphon’s only special character lord Kroak can cast and unbind 4 spells a turn! This is part 2 in our review of the Battletome: Seraphon included in the Seraphon Army Set. We received a free copy of this box from Games Workshop. Units With the third edition battletome came also a range refresh that introduced new warscrolls, replaced some older sculpts but also permanently retired others:

Behemoth

During the Age of Sigmar and the following Necroquake, some Seraphon groups (called Constellations, led by a Slann Starmaster) created embassies in the cities created by the followers of Sigmar, understanding those civilizations could be useful in the right circumstances. David Ivarsson at @Sliverminiatures has painted these lovely Terradons for his Seraphon warcry warband Pros and Cons of the Seraphon Warband Saurus Guard are now 2 wounds each and remain a 4+ save, and a slight points increase means they’re almost twice as durable as before, though they don’t go in any usable battalions which limits your access to low drops if you want to run these guys. The Saurus Sunblood and Oldblood, two previously forgotten foot dorks, have now both gained command abilities that grant +1 to hit and +1 to wound, though in different ways. The +1 to hit is to a Saurus unit wholly within 18”, while the +1 to wound is to ALL Saurus units against a unit within 12” of the Sunblood. Scar Veterans’ changed command ability now grants exploding 6s to a single Saurus keyword unit wholly within 18”. The Astrolith Bearer can also give Saurus a 6+ Feel No Pain save, which is a nice buff to durability.

To summarize you have many tactics available and you can decide to have a mixture of them or go all-in with just a subset of Saurus or Skinks. Coordinated Strike, rather than a mediocre command ability, is now a free command to any Skink unit (including itself). You have a lot more options for viable skink units than before, so this is well appreciated. Otherwise the 4 wounds make it a lot more durable, especially with Armored Crest against elite or single model units. Just a solid buff bot that can also scrap alongside his comrades.The new book carries on the spirit of that, but it feels a lot less cruel about it. Seraphon are still apex casters, solid ranged, and arguably better at melee than they were before, balancing the scales quite a bit. It still has that feeling of organizing a complex machine into an engine of destruction, and the new options granted actually give more ways to go about it than ever before. Whether you like the wise Slann, the crafty Skinks or brutish Saurus, there is a path to victory laid out for you. The format of the battalions is interesting here. There’s 4 battalions for each allegiance, but they share the same name, save for Coalesced having “Temple-Hosts” and Starborne having “Starhosts”. For example Coalesced have the Firelance Temple-Host while Starborne have the Firelance Starhost . Both battalions share the same unit requirements but grant different bonuses depending on which allegiance you have. Same buffs as above, but they roll 3 dice for gaining Command Points instead of 2. Kroak lost his previous ‘dead’ special rule and he now just has a 4+ Feel No Pain save. Celestial Deliverance was tweaked to be more consistent (constant 10” range, flat 3 against daemons rather than d6). He also dropped 110 points – holy Sigmar! Saurus in many flavours Some will instead ride savage Ripperdactyls and enter the fray armed with spears to do as much damage as possible.

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