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Tutorial Seraphon List for Battletome 2.o

Discussion in 'Seraphon Tactics' started by LizardWizard, Mar 4, 2020.

  1. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    You could move it after set up, but then no one could move it on any start of round. LOL. Unless your opponent were a Seraphon.
     
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  2. DeathBringer125
    Carnasaur

    DeathBringer125 Well-Known Member

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    Why is that? I read the rules on bound suffocating gravetide and nowhere does it say only Seraphon can move it. Is that not part of the warscroll? I'm assuming that's the case as otherwise anyone could control bound spells
     
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  3. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    That is why it is an issue. The SIAB lets you ignore warscroll restrictions such as it only being cast by "x" aligned hero. Bound Endless Spell are a Seraphon thing. So it is under the bound endless spell rules in the Seraphon Battletome.
     
  4. DeathBringer125
    Carnasaur

    DeathBringer125 Well-Known Member

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    ohhhhhhh
     
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  5. MackiMac
    Ripperdactil

    MackiMac Well-Known Member

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    You have to have Seraphon allegiance to be able to use bound spells proberly right? Or is it enough to have a allied seraphon wizard?
     
  6. Erta Wanderer
    OldBlood

    Erta Wanderer Well-Known Member

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    you must be Seraphon allegiance as it its a faction ability not a warscroll ability
     
  7. Lizerd
    Skink Priest

    Lizerd Well-Known Member

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    Oh @LizardWizard of the lake, what is your wisdom for a Slaves to Darkness list with Archaon?

    preferably with only a few varanguard
     
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  8. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Define "few"... because 3 of them are already able to wreck things :p
     
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  9. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    You are actually the second person to ask me that today.

    Allegiance: Slaves to Darkness
    - Damned Legion: Host of the Everchosen (Eighth Circle)

    Leaders:
    Archaon the Everchosen
    (800)
    - General
    - Aura of Chaos: Slaanesh
    - Spell: Ruinous Vigour

    Gaunt Summoner (240)
    - Spell: Call to Glory

    Battleline:
    3 x Varanguard (300)
    - Mark of Chaos: Slaanesh
    3 x Varanguard (300)
    - Mark of Chaos: Slaanesh
    40 x Chaos Marauders (300)
    - Axes & Shields
    - Mark of Chaos: Slaanesh


    Endless Spells / Terrain / CPs:
    Realmscourge Rupture
    (60)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 95
     
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  10. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    If you want to go Cabalist or Ravagers then I wold drop a unit of 3x Varanguard and bring another 40x Marauders
     
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  11. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Thought I should post a quick reference table showing my views on when to place and when to decline placing the Realmshaper Engine. This was originally posted in a dedicated RSE thread.

    There are some match ups where I will elect to not place my Realmshaper Engine on the table, some situations that are a toss up, and some where the potential benefit is too good to pass up. Here is a quick guide to my current theory on when to use and not use the RSE. If there is enough community interest then I will begin the process of a more in depth guide to Realmshaper Engine usage.

    Times to Place It:
    • Your opponent doesn't have a good reason to garrison.
    • You stand to gain a great advantage if you decided territories (Exp: Heavy shooting list who are mobile such as CoS and DoT).
    • There is no substantial risk if you fail to win the territory roll off.
    • You need every advantage, luck included, to beat your opponent.
    Times to Elect Against Placing:
    • The opponent has units that greatly benefit from Garrisoning and don't require being mobile (Exp: Nagash).
    • The opponent will greatly benefit from line of sight blocking.
    • Your opponent having the terrain is greater than any benefit you would receive from having it.
    • There is substantial risk if you fail to win the territory roll off.
    Great Uses:
    • Blocking movement.
    • Constricting a deployment zone.
    • Blocking line of sight.
    • Baiting a misdeploy (Exp: you can draw support units out of effective range).
    • Causing additional decision making for an opponent.
    • Creating an additional focal point to battle over. (Exp: Placing the RSE in neutral territory vs an elite army might leave your opponent with having to surrender the RSE or an objective)
    Return to Index
     
  12. valentine009
    Skink

    valentine009 Member

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    Anyone experiment with an allied Knight-Azyros?

    For context, he is a 100pt stormcast leader that gives reroll 1s to friendly units against enemies with 10' of him. He moves 12' with fly and has a decent statline.
     
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  13. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    I like Knight Azyros a lot in SCE list. His main weakness in Seraphon is that he lacks Scions of the Storm to deploy him where needed. Generally this will mean you are relying on your opponent to come to you, or you having to deploy him on the line and run him forward to guarantee him being in range of the correct enemy unit.

    In terms of optimal unit usage, I would rather spend 50 of the 100 points he cost to buy an extra command point so that I can reroll one for the unit who needs it most and then put the left over points into an endless spell or something else. It doesn't have as good of a potentially long term use, but turn 1-3 is where the Knight Azyros would normally matter most. And in my experience he gets taken off the table within a turn of him being where he needs to be.

    The Knight Azyros is still a very strong unit. If you like it and see it having good use in your army then you should definitely bring one along.
     
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  14. Nart
    Carnasaur

    Nart Well-Known Member

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    If would need rerolls badly, I'd take Burning head for 40.
     
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  15. Dreamkeeper
    Temple Guard

    Dreamkeeper Well-Known Member

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    But it's 9" wholly within, while Azyros is 10" within. But is it really worth to pay 60 pts more for re-roll, even regarding his abilities? That D6 MW on all Chaos within 8" looks powerful, but it's one-time so...
    upload_2020-5-2_22-7-29.png
     
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  16. valentine009
    Skink

    valentine009 Member

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    The knight is an 'offensive aura' it affects enemies within 10'. Burning head is 'defensive' in that it affects friendly units wholly within 9'.
     
  17. Nart
    Carnasaur

    Nart Well-Known Member

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    But he must be near the enemy, while the Head must be near friendly units. I don't expect it to buff the whole army, however. But 1-2 units can realistically benifit from it every turn. And, considering our good to-hit values and CP shortage, it is pretty helpful for only 40 points.
     
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  18. Grotpunter
    Troglodon

    Grotpunter Well-Known Member

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    Burning Head for a shooty list for sure. Azyros could be a thing for Saurus lists though, with his move even keeping up with Knights is no issue.
     
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  19. Nart
    Carnasaur

    Nart Well-Known Member

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    Still a bit too much of an investment, imo. Saurus have weight of attacks and stll can be buffed with hand of glory/all out attack, if needed. Ineed, I'd rather buy another CP and spend another 50 pts elsewhere. 100 pts is too much, IMO.
     
  20. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    That is my take on the Knight Azyros for Seraphon.
     
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