So I am making a plan with my little brother, based on all the input I had from my first match last night, as well as the awesome advice from the people here on the forums. I wanted to put down my army ideas, and wanted to hear your thoughts on them. I will ofcourse vary my armies if the opponent requires a certain touch. But I wanted to write down my ideas so I will know which way to go with painting miniatures. So if you have the time to take a look, please let me know what you think Army #1 Manly Saurus This army will mostly be played against casual players, It will be more risk and reward, and would be more fun to play against for my opponents: Bloodclaw Starhost= 100 Oldblood on Carnosaur= 320 Scar Veteran on Carnosaur= 260 Eternity Warden= 140 Oldblood= 100 (for the command that allows them better charges, and the reroll on 1 wound passive) Unit of 40 Saurus warriors= 400 Unit of 10 Saurus guards= 200 Unit of 5 Saurus guards= 100 Skink Priest= 100 (or Starpriest if more casual) Slann Starmaster = 260 (for both the 1 reroll on hit/+1 spell/Charge, as well as the save rerolls in the shooting phase. All the other heroes can also use their command abilities due to the Bloodclaw starhost) Total= 1980 2500 Army: Skink Starpriest/priest= 100 (for the +/-1 spell, as well as the star venom buff on your 40 warrior unit) Sunblood (now part of the Bloodclaw Starhost instead of the Eternity Warden, who is outside it now) 15 extra guards= 300 Or if I want to have a little bit of range and the Hurricanum buff: Instead of the 5 guards there will now be a 10 warriors unit Unit of 10 warriors Unit of 10 warriors Hurricanum= 320 (with the oldblood, and the priest/starpriest) Army #2 Hurricanum Kickassum My Hurricanum orientated Spellcaster/Skink army, designed to deal with cheesy units that my opponent has. Hurricanum= 320 Battlemage= 100 (amber, so I can buff my 30 skink unit) Skink chief= 60 (General) Heavenwatch Starhost= 100 Bastiladon with Lazer= 300 Stegadon= 260 Troglodon= 200 Skink priest= 100 Starseer= 160 (he gives the heavenwatch buff) 2 units of 10 skinks (javelins)= 160 1 unit of 30 skinks (boltspitters)= 240 This is a army that focusses on high threat units, while having low defense and relying on strong ranged attacks. With their attacks being buffed by the Skink chief, the Ambermage, and by the Hurricanum. With the monsters being more durable due to the regen of 1 wound per round. Army #3 Skink power! An army more similar to the army I used in my very first match. Slann Starmaster= 260 (general) Scar veteran with battle standard= 160 Starpriest= 100 Unit of 10 skinks= 80 Unit of 10 skinks= 80 Unit of 10 skinks= 80 Thunderquake starhost= 120 (always savage) 6 Kroxigor unit= 360 Bastiladon with lazer= 300 Stegadon= 260 Troglodon= 200 Army #4 Skinky Hurricanum Hurricanum (can't gain save rerolls, but I can buff him with curse of fates and mythic shield)= 320 Slann Starmaster= 260 (general) Starseer= 160 Unit of 10 skinks= 80 Unit of 10 skinks= 80 Unit of 10 skinks= 80 Thunderquake starhost= 120 (always savage) Salamander/Razordon+handlers= 100 Bastiladon with lazer= 300 Stegadon= 260 Engine of the Gods= 240 Army #5 Front line Skink army Slann= 260 (general for trait) Skink priest= 100 15 guards (3 units)= 300 Eternity Warden= 140 Eternal host= 80 2 Bastiladon with Lazer= 600 Engine of the gods= 240 2 Salamander/Razordon= 120 Skink handler= 40 Thunderquake Starhost= 120 Army #6 Kroaker Lord Kroak= 540 (general) Astrolith bearer= 160 Skink priest= 100 2 Bastiladon with Lazer= 600 Eternal Starhost= 80 Eternity Warden= 140 Unit of 5 guards= 100 Unit of 5 guards= 100 Unit of 5 guards= 100 Tehenhauin= 80 Army #7 Saurus Might A slightly more challenging Manly Saurus army Eternal Starhost= 80 20 Saurus guard (3 units)= 400 Eternity Warden= 140 Firelance Starhost= 60 25 Saurus knights (3 units)= 600 Scar Veteran on cold one (general)= 100 Slann Starmage= 260 (reroll on hit 1, shield on 15 saurus knights/10 guards unit) Starpriest= 100 (venom buff on 15 Saurus knights unit) Skink priest= 100 (to buff guards) Astrolith Bearer= 160 (allow reroll on all failed hits) Alternatively I could take a Scar Veteran on Carnosaur instead of the cold one, in exchange for the Astrolith bearer. I could optionally then also trade 5 of my guards in exchange for an oldblood on foot. Army #8 Double Starhost with Hurricanum Sunclaw starhost= 80 Sunblood= 120 Unit of 40 warriors= 400 Unit of 10 warriors= 100 Unit of 10 warriors= 100 Eternal starhost= 80 Eternity Warden= 140 Unit of 5 guards= 100 Unit of 5 guards= 100 Unit of 5 guards= 100 Skink priest= 100 Hurricanum= 320 Slann Starmage= 260 (general) Then I could expand the army for a 2500 point match the following way: Starpriest= 100 Unit of 10 warriors= 100 15 guards= 300 Those would be my future army ideas, with both of us working towards completing them. Tell me what you think about my ideas, and if you have any suggestions yourself? EDIT: Changed army #2 Chaos killer due to advice from Bowser EDIT EDIT: Added the Oldblood and more knights instead of the standard bearer, since the Slann allows you to reroll 1's on hit already. Also added the Oldone to the #2 Chaos killer army, in exchange for 10 warriors. And I've added an alternative version of the #4 skink power. EDIT: EDIT: EDIT: I found out that the Hurricanum doesn't benefit from the Seraphon buffs and save rerolls. So I've added a 5th army as opposed to the alternative #4 army. EDIT: EDIT: EDIT: EDIT: I've updated my Manly Saurus army. And I've removed #2 Chaos killer since it didn't work with the battleline rules. So what used to be #3 is now #2 etc.
I want to test out all of these! They look great. The last one even qualified for an order allegiance. What Command trait and Artefact will you pick? Or do you always roll for them? What would you pick if you could choose?
What do you mean with order allegiance? What does that do? Really curious now Well for my #1 Saurus might I was thinking about allowing my Slann to save against wounds on rolling a 6, as I doubt I saw the last of hell canons ;p However, I might also go with the reroll on charges one, seeing as this army is all about striking first. Though against cheap armies with Hellcanons I'll probably take the Hurricanum kickassum, as this army is more for fun. My oldblood on carnosaur gets the extra damage with his sunglove (or the rend) to take out prime targets. Though he can fly, and as such move over enemy units? My scar veteran on carnosaur gets the healing stone for sustain. But if your hero items only work on melee, then the oldblood gets it, and the scar vet gets the extra rend item. With #2 chaos killer, my hurricanum gets the healing stone for sustain as a hero, and my oldblood gets the damage item (or extra rend). My scar veteran on carno will be the general, and gets the reckless one for the charge rerolls. #3 My Slann starmaster is my general, but because my Hurricanum can take out his hellcanons in maybe round 1, I can take another command besides the roll 6 to save. I could take reckless again? Depends on which constillation I want to pick. Sunblood gets the extra rend item, It's great on him! Hurricanum gets the phoenix stone again For #4 Skink power! Slann gets either the roll 6 to save, or the reckless one. Standard bearer gets the healing item. But I'm not sure about the last hero. Is the Troglodon a hero who can carry items? Otherwise maybe an item for the Starpriest? What do you think sounds good for him? And thanks! Let me know how those matches went
Ah, I see you're already using them, the master of defense that allows you to ignore wounds on a 6, is only viable in the army that has regular battleline. So army 1 and 2 would not get that as they would have to be seraphon allegiance. Which also means you can't have the Hurricanum in army 2. So a few minor tweaks and these will be amazing!
So to sum it up you'd only get the items if you are only Seraphon? But isn't army 1 only Seraphon? Also, aren't battleline minimums (3 for my army) a requirement to play the army at all? Or do you only get the items if you have the minimum required? Also Saurus knights count as battle line as long as you declare Seraphon Allegiance I believe
No you get items if you have the minimum 3 regular battleline (Saurus warriors and skinks ). If you use Knight or guard as battleline, you must use the Seraphon allegiance, be all Seraphon and forfeit the items.
So I get the items if I have the minimum 3 regular battleline. But I can use the guards and knights as battle line (You must always have 3 battlelines in your army right?) but in return I must be 100% Seraphon, and not have the items? Well in that case I could adjust the second army. Maybe take the oldblood instead of the Scar veteran on cold one? And for 240 points I could take 2 units of 10 warriors who are in front to take the brunt of the charge? I would have 40 points left though.
Or... I could use those 340 points to take a eternity warden instead, as well as 2 units of 5 saurus guards.. Those guards could take the brunt of the attack, and thanks to the eternity warden they could make additional attacks (so 16 attacks per full unit, with +3 to hit/wound, and -1 rend). I'll use that instead
Oh wait, I believe that I can only use the guards if I'm all seraphon right? So that would leave the warriors? If I take that, can I take a oldblood as an additional hero with this army? Or would that have to be a scar veteran? Well I adjusted it a bit, so I have warriors and a sunblood now
You might still get a triumph! If you have less points than your opponent you can toll on the triumph table, so might still get a bonus on top of everything else!
How does that work? What does Triumph give you? Also, for army #1, if I have Seraphon Allegiance, will I lose only the items? Or also the extra command ability? (the charge reroll is very nice!)
You compare point that were not used with the opponent. If he has 2000 and you have 1980, because you have less you can roll on the triumph table: 1-2: Inspired: you can reroll all of the failed hit rolls made for one unit in one in your army in one combat phase. 3-4: Bloodthirsty: Inspired: you can reroll all of the failed wound rolls made for one unit in one in your army in one combat phase. 5-6: Indominable: Inspired: you can reroll all of the failed save rolls made for one unit in one in your army in one combat phase.
Alright, that does sound pretty nice Also, about the Seraphon allegiance, does it mean I lose my extra command ability as well? Or just the items?
Hmm, well do you think I'd really need the command ability and the items for my Saurus army? Those items sound pretty neat, but on the other hand having 10 saurus knights and a Saurus scar veteran on cold one charging in (whose command allows you to reroll hit and charge attacks of 1 I believe, as long as my other units are close by) sounds pretty good as well!
This is one thing we all are looking forward to as Seraphon players is a possible release for the magic items and potential command abilities for a Seraphon allegiance. It will be great to see one for every allegiance in the game but considering how many different ones there are it may take time. Here is a crazy notion, keeping the funky magic items and command abilities strictly for Order, Chaos, Destruction and Death. Maybe it is a nice balance to not give individual races magic and command, would their ability to use some specialist troops as battleline be enough?
So hold on, if you take Seraphon Allegiance, you may get new commands and items in the future? That would be really cool! Did they mention that they are working on that?
Also, if it may take a while for them to get the new artifacts and commands for the Seraphon Allegiance, do you suggest I change my Oldblood on Carnosaur, and use the 220 extra points to create 2 extra units of 10 warriors who will take the brunt of a charge? The Oldblood on foot's passive does let you reroll failed wound rolls I believe? So it's still pretty viable. Or do you think the command and artifacts are not worth giving up your super awesome Carny for?
This is all speculation /wishful thinking on my part so don't take it as fact. I say plan around for what we have currently as what you guys said before seems solid to me.
Alright, well I'm pretty torn about wether to take command and items, or keep my carny. I think I"ll just stay with the latter, and hope for the best. However, I think the Old one on foot's passive for rerolling wound saves is pretty amazing!