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AoS Shadespire Seraphon Warband

Discussion in 'Seraphon Discussion' started by Xasto, Nov 20, 2017.

  1. Xasto
    Terradon

    Xasto Well-Known Member

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    Hey y'all!

    I just played Shadespire for the first time this past weekend and I had quite a blast! I think it is a very well designed game and it has a lot of depth!

    I imagine I am not the only one who has played this game and is now dreaming of unleashing celestial daemons upon the other warbands!

    What are your thoughts on a Seraphon Warband? And do you have any ideas as to what it could be? Personnally I'd love to see a group of 4-5 Saurus Guards as a warband! Or even swarm enemies with a Sepulchral Guard approach and have a 7 skinks warband!
     
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  2. Freddy25
    Kroxigor

    Freddy25 Well-Known Member

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    I haven't bought Shadespire nor played it yet, but it could be just a matter of time! :)

    A Seraphon warband could be the right input to boost my interest in this game...
    it would be amazing (in my opinion) to see a warband as much heterogeneous as possible:

    we have a lot of variety in our models so it would be nice to have it represented in Shadespire.

    Something like:
    1 Saurus Warrior
    Equipped with shield and blade, he'd embody the ferocity of our kind and should be an aggressive character.
    [Well-rounded character]
    1 Saurus Guard
    Equipped with shield and halberd, he'd embody the strong determination and discipline of Seraphons. He should be a defensive character.
    [A little slower but also tank-ier than the Warrior]
    1 Skink
    Equipped with a blade and a boltspitter in the other hand (just because it is more identifiable than the javelin). He should represent the cold, silent and alien intelligence of our race, so he could have a sneaky approach.
    [Faster than the others, but a lot more fragile. The only Seraphon with a short "ranged" attack]
    1 General
    ... difficult one!
    I'd like to see a Starpriest to represent our bond to everything related to magic, cosmos and so on, but I believe it could be difficult to integrate it in Shadespire.
    Maybe a simple but frightening Sunblood/Eternity Warden could fit better.

    :)
     
  3. Joshmunga
    Skink

    Joshmunga Member

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    I would definitely like to see a guard warband! 3-4 of them and they could be the personal gaurd of one of the great slaan like Mazdamundi or something. And their warscroll could make them the gaurd that we all have wanted for a while, giving them some sort of ward save if they're within 8 inches of a Slaan!
     
  4. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    I would like amixed warband. All the other ones are fulfilling one role thorugh the whole warband. SCE = Tanks, Skeletons are slow and weak but many, Khorne are all-in attackers with great attacks but low life, Ironjawz are few, but strong in attacks and OK in defense.

    Seraphon could be the mixed one, with one character for every role:
    Eternity Warden is the tank, Starpriest is the mage who buffs, a Skink Chief is the fast skirmisher for taking objectives, and so on. Maybe four or five guys would be ideal.
     
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  5. Canas
    Slann

    Canas Ninth Spawning

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    What about the following:

    • A starpriest
      • Caster providing buffs/debuffs and ranged attack, horrific in melee obviously.
    • A kroxigor (provided this is allowed, he isn't much larger than those orruks I think, so should be fine right?)
      • Tank and melee damage dealer. The single strongest unit in the game, but needs instructions from nearby skinks to not get lost in the confusing city that is shadespire.
    • Two "normal" skinks or skink chiefs (needs a better name)
      • Fast, wields javalin with shield for a medium ranged attack, decent-ish in melee. Poison attacks. Mainly a supporting unit
    • A sunblood or oldblood
      • Our "medium" fighter. Can hold his own against the orruks and SCE in a 1v1 fairly easily. Could even fight outnumbered for a while when in a favourable positon. But isn't going to overpower entire warbands.
    Now the idea is that you heavily play around the kroxigor. Essentially the guy is a monstrousity capable of wrecking other warbands by himself if they aren't prepared for him. But he requires babysitting by the skinks otherwise he's going to get confused by shadespire and will get lost.

    The basic rule behind this would be something like this: "The kroxigor has a simple primal brain and needs constant guidance from the skinks. If he does not get instructions his instincts take over and he will just do as he pleases".

    • If Kroxigor is next to a skink; he does as he is told
    • Kroxigor is within x distance of a skink; roll a dice on a 1 the kroxigor is distracted and ignores the skinks command and does as he pleases, see behaviour table.
    • Kroxigor is within y distance of a skink; roll a dice on a 1-2-3 the kroxigor is distracted and ignores the skinks command and does as he pleases, see behaviour table.
    • Kroxigor is within z distance of a skink; The kroxigor does as he pleases, see behaviour table.

    Behaviour table:
    • If an enemy is within x distance the kroxigor will Always attempt to attack the closest one. Otherwise roll a dice
    • on a 1) The kroxigor charges of in a random direction. The kroxigor runs of and dissapears from sight. Remove him from the board for 2 turns. After 2 turns set him up near a skink as he has finally found his way back..
    • on a 2) The kroxigor charges of in a random direction, your opponent controls the kroxigor this turn.
    • on a 3) The kroxigor charges of in a random direction, you and your opponent roll a dice. Whoever rolls higher controls the kroxigor this turn.
    • on a 4) The kroxigor does nothing
    • on a 5-6) The kroxigor's instincts happily correspond with the skinks divine plans, control him as normal.
    Now you use the kroxigor as your main weapon, using the skinks to guide him and as scouts. The sunblood/oldblood is there to give you at least some freedom by providing 1 unit that can roam on its own without needing to fear immeadiatly being killed the moment he's caught. The challenge would be to correctly control your kroxigor, and your opponent can counteract it by trying to seperate him from the rest.
     
  6. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Cool idea!
     
  7. Paul Beenis
    Cold One

    Paul Beenis Active Member

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    Honestly I would be happy with 4 temple guard with cool rules :D
     
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  8. martin swaffield
    Skink

    martin swaffield Member

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    +1

    Have played the game a few times and really enjoy it. I don't think we will be seeing many mixed warbands anytime soon. It will be either Saurus or skinks, can't see them fitting a Kroxigor in purely on the bases sizes, the SCE only just fit in the Hexs and they are on 40mm.
     
  9. Canas
    Slann

    Canas Ninth Spawning

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    Meh, get a "smaller" kroxigor model then. It works in bloodbowl, and unless there's vastly different base-sizes in bloodbowl it should be possible here too.
     
  10. Garhtocks the great
    Jungle Swarm

    Garhtocks the great New Member

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    I want more warbands with big members like mollogs mobs
     
  11. Garhtocks the great
    Jungle Swarm

    Garhtocks the great New Member

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    Have played the game a few times and really enjoy it. I don't think we will be seeing many mixed warbands anytime soon. It will be either Saurus or skinks, can't see them fitting a Kroxigor in purely on the bases sizes, the SCE only just fit in the Hexs and they are on 40mm.[/QUOTE]

    Well they do have a troggoth in shadespire
     
  12. Canas
    Slann

    Canas Ninth Spawning

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    There's rules for an chaos giant as well. And he just flat out occupies 2 hexs. Admittadly that is a bit of a special case anyways given that he's essentially an NPC enemy like the enemies you fight in the silver tower game.
     
  13. Shocksem
    Saurus

    Shocksem Active Member

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    The warbands are usually made up of the battle line units in an army. I could see Saurus+Starpriest as the most likely release.
     

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