1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

AoS Seraphon 3.0 - How should we build?

Discussion in 'Seraphon Tactics' started by PabloTho, Jun 16, 2021.

  1. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

    Messages:
    15,022
    Likes Received:
    33,049
    Trophy Points:
    113
    Still strong for sure.
    Against melee armies they are almost a game changer, but against shooting armies they risk to be blasted away
     
    Cuetzpal Pilli and Lizerd like this.
  2. PabloTho
    Razordon

    PabloTho Well-Known Member

    Messages:
    366
    Likes Received:
    762
    Trophy Points:
    93
    In the casual game I played with them they were the biggest workhorse in my list.

    Not being able to take them in 3s anymore stings but they still put a dent into whatever they look at. Very nice to have now that +2 to save is achievable for basically every army.
     
    Lizerd likes this.
  3. Nart
    Carnasaur

    Nart Well-Known Member

    Messages:
    1,394
    Likes Received:
    2,795
    Trophy Points:
    113
    Salamanders are still our best damage dealers, almost lone source of rend 2 and self-sustained mortal wounds. Unlike most other units, they may work on their own without much buffs. I don't think we'll see sallies gone from our lists until their warscroll is rewritten.
     
    Lizerd and Tyranitar like this.
  4. Tyranitar
    Terradon

    Tyranitar Well-Known Member

    Messages:
    597
    Likes Received:
    1,435
    Trophy Points:
    93
    I concur, they still punch very hard and don't require support. If you can throw them a AoA it gets even better. Unleash hell is also great on them since the -1 to hit has no effect on the mortals that we fish for anyway. And on top of that, mortals are even more valuable now with all the armor bonuses flying around
     
    Lizerd likes this.
  5. PabloTho
    Razordon

    PabloTho Well-Known Member

    Messages:
    366
    Likes Received:
    762
    Trophy Points:
    93
    What do ya'll think of multiple squads of single Salamanders instead of using reinforcement points? I've seen the idea floated around quite a bit.

    I like that it means you can run two max-sized squads of Skinks in FoS but it comes at the cost of being able to easily redeploy a double-sized unit for a cheeky hero snipe with LoSaT (single units aren't quite reliable enough for me).
     
    Last edited: Jul 13, 2021
    Cuetzpal Pilli and Lizerd like this.
  6. Tav
    Kroxigor

    Tav Well-Known Member

    Messages:
    323
    Likes Received:
    448
    Trophy Points:
    63
    unless you intend to buff or have them behind a line to unleash hell, singles is a better option as that way you suffer less losses as there will be no overkill spilling onto more salamanders.
    very much dependant on the list style
     
    PabloTho, Cuetzpal Pilli and Lizerd like this.
  7. Quindominus Rex
    Jungle Swarm

    Quindominus Rex New Member

    Messages:
    8
    Likes Received:
    12
    Trophy Points:
    3
    Just started building 10 Eternal Guard thanks to this! My first non-lizard models and I'm excited to eventually scoop some Sisters of the Thorn to go with them!
     
  8. ArtoriusaurusRex
    Temple Guard

    ArtoriusaurusRex Well-Known Member

    Messages:
    225
    Likes Received:
    541
    Trophy Points:
    93
    Tell me how that goes! Sounds like fun to me


    (And a good excuse to start building a Cities army :p )


    Edit: I should say that I've learned (from a combination of Erta's instruction and some testing) that Starborne Saurus are better than I gave them credit for at the time of that post, however. Maybe not the toughest anvil in the game, but they do teleport...
     
    Last edited: Jul 21, 2021
    Quindominus Rex likes this.

Share This Page